Go to ⁄Keywords to view all keywords and browse by taxonomy.
Go to ⁄URLs to browse a per entry catalogue of links (backlinks, outgoing URLs, internal links, and bibliographic references).
Go to ⁄library to browse the library catalogue of this project.
To download printable PDFs of journal content browse the ⁄sitemap for items with the prefix print, or entries with the ⁄print keyword. For instructions on saving PDFs see article⁄Print and Cite.
This is a dummy issue, intended for viewing how an issue and an article could look.
It includes 3 article entries:
The first article discusses and gives examples of including videogame artifacts in articles.
The other two are versions of the same article which was written originally in Markdown format, and then compiled and submitted as PDF (to DiGRA 2023):
The MANUSCRIPT version is the author’s working document (before citation keys are rendered to bibliographic references).
The COMPILED version includes citations and bibliographic references, compiled via Pandoc according to a citation style and a bibliography as per the workflow described in article⁄Markdown bibliographic referencing workflow.
The article contains:
title (dummy title)
abstract
keywords
author’s preamble (as submitted)
11 figures with caption
1 table with caption
2 lists
34 endnotes
multiple links
citations and bibliography
View and save PDF versions of these articles open the following print entries using Chrome and do Ctrl/Cmd+P, or select Print:
Journal contributions are natively digital (and thus can include material that cannot be printed or accomodated in PDF, e.g. a/v files and other attachments, hyperlinks, and embedded iframes). This is unlike most journals, including the OJS platform where the articles are downloadable PDF files (not available to read online).
Contributions can be rendered into interactive, and printable PDFs (the same for whole issues, and the whole journal, including in these cases interactive TOC).
Features a ⁄library that can host all kinds of ebook formats, and also ZIP files, for example of playable or other software. Library items can be cited and referenced from journal entries.
Sandpoints has 3-level parenting for organizing content, here Journal>Issue>Article, while Articles are associated with Contributors, and Issues with Editors. All content can be viewed in the ⁄sitemap.
No proprietary software is required by authors for submitting articles (e.g. Word; although Word files can be converted to Markdown).
Mobile friendly, lightweight, and fast.
Platform features
The whole journal platform is purposefully built as open infrastructure for experimental collaborative publishing.
All components are open source, all workflows to run/maintain the journal or contribute content are open and don’t require proprietary software, from either editors or contributors.
Static websites are lightweight, fast, and resilient. They don’t require any server-side processing (PHP), since they are explicit HTML (content), and CSS (styling) files, which is neither costly (as processing or download size) for the website visitor.
Hugo sites are easy to maintain.
Low overhead compared to other platforms (the current website is about 40mb excluding the library).
Backup and collaboration achieved via Git.
Fully customizable, and much easier to do so compared to Wordpress (both as styling and functionality).
Sandpoints is a non-commercial project by developer and former academic Marcell Mars, designed and developed specifically for experimental publishing. Marcell is very supportive (providing help and support, and also is hosting the website and its repository on his server)
Problem statement: We need to be able to: (a) accept, include, and make available playable artifacts submitted as part of contributions; (b) archive such artifacts to ensure that they will be accessible in 5 or 20 years; and lastly, (c) find a way to index such artifacts, so that they are citable themselves.
Plausible scenarios:
Authors submit a videogame artifact as part of an article/contribution
?Authors submit a videogame artifact as a contribution in itself ?(as in research for the arts and design, Frayling 1993)
Authors submit a non-playable artifact (for example a software tool) as, or as part of, a contribution
Authors submit source-code as part of the above or by itself.
2. Standalone and browser videogames, and how to include them¶
Firstly, we have two categories of playable artifact formats:
Standalone games that need to be downloaded and run (platform-specific)
Browser games that run on a web browser (potentially cross-platform)
Both categories of playable artifacts can be included in articles of this project:
Standalone games can be included in the library. The ⁄library can host ZIP files (in addition to ebook file formats). These can be ZIP files of standalone games. Like all library entries, these can be referenced and cited by an entry of this journal. This, by referencing its library id (the last bit of a library item’s URL ), in the format below:

If no text is provided in the square brackets, as above, Sandpoints will automatically generate a bibliographic reference of the library item including a library link, according to item’s metadata, as in: Stefano Gualeni, Nele Van de Mosselaer, Diego Zamprogno, Rebecca Portelli, Eva Škerlj Prosen & Costantino Oliva, 2021. bib⁄Doors [playable artifact]. Stefano Gualeni.
Browser games can be embedded via iframes. There are §⁄two examples below which embed external games (the embed code needs refining):
Additional considerations regarding browser games are:
Archiving: These examples embed external content meaning that if at any point Brendan or Pippin decide to take down these games, if, say itch.io goes under, or if for any reason the host websites don’t work, then the iframes would not run – which is a problem for us considering that these should be part of contributions. In practice, we should host and archive these games here (it should be possible to host them in a static folder; and they can also be added to the library).
Whether to embed web games inside an article. Although possible, this might not be the most practical thing to do, discussed in the §⁄following section.
Practically, it might not be optimal to include games as iframes in the body of an article, for a few reasons:
web games could be large in size, which (a) beats the purpose of having a light-weight website/article, and furthermore (b) if a page will load a 50mb web game, for example, the user should be aware.
the examples below are loading automatically, which can be a nuisance: the game might start playing sounds (like below), the webpage starts getting heavier, and mouse and keyboard could focus on the game or the article, all while a user might be trying to read the article.
Eventually, if one is reading an article, even about a videogame artifact, it might be more practical for the game and the article to be somewhat distinct. Besides, reading an article and playing a game are most likely distinct activities and could be done one after the other (depending on the authors suggestion: play the game and then read the article (example1) or vice versa. Even doing so in parallel (for example trying a game while reading its description/documentation), essentially requires two windows: one to read, and one to play.
There are two suggestions below:
§⁄Suggestion 1: Include web games in a separate tab, accessible via image-link provided in the body of the text
§⁄Suggestion 2: Make entry items specific to videogame artifacts (or other software contributions)
3.1. Suggestion 1: Web game iframes in new tab: click-picture-to-play¶
Add an image to the article which serves as sign and link to the game, and can include a caption. Quick example: www⁄
The game will play on a separate window, and in full screen.
Nothing interactable will load in the article page.
This workflow can ensure that the article is properly printable.
Such images can include more deliberate content than the example above; and could be differentiated from normal images through styling.
3.2. Suggestion 2: Make entries specific to playthings¶
Another idea is to create separate entries for artifacts.
For this example, I created a new item type called artifact, and I made two test entries. I also enabled backlinks for artifact items, so that mentions (citations) of artifact items, will appear at the artifact page (at mentioned in).
The first is Pippin’s Let’s play from the examples below and includes the game as iframe, and the second is Doors by Gualeni (from the library) which includes a download link from the library:
Having a separate entry for playable artifacts, can also allow us to make them cite-able individually from the text-counterpart of a contribution (cite them as software/games by including metadata like platform, repository, etc.).
This is not contradictory with the previous suggestion, but primarily pertains to how videogame artifacts are archived and indexed by a journal. In fact, in the body of an article, a picture with a click-to-play message can be made to link to the artifact entry of the game (this can be implemented by customizing layout partials), to combine the following:
Archiving videogame artifacts can be done via the ⁄library (which includes as example a ZIP of the Windows Standalone version of the game Doors by Gualeni and colleagues).
Web games can be hosted in a static folder of this website and embedded as iframes.
In the same way the library can host non-playable software, for example contributions that involve software tools.
In addition, such library items can have corresponding journal entries, for example as ⁄artifacts, as in §⁄suggestion 2 above.
There can be cases that warrant archiving, publishing and making available the source code for a software, related to a contribution.
The following was informed by research I did for my article⁄DiGRA 2023 paper, where I submitted an extensively documented Python Notebook and CSV files as part of my contribution (this, for corroboration of findings/data and possible extension of the source code by others). The two options I recommended to the DiGRA board are:
Assuming that a publication venue can start a GitHub account (for example github.com/jgdr), contributions that include or concern public repositories, can be forked by the venue GitHub account. This would create a copy of the original repository at the account of the publication venue, maintaining its content as well as version and authorship history. This also ensures that whatever happens to the original repository, the fork hosted by the venue will persist and will be unaltered.
5.2.2. Archiving and indexing software and/or source code¶
One way to archive and make indexable software and source code is to submit them to repositories such as Zenodo,3 which is a common workflow for hard science fields.2
Zenodo is a general purpose open repository established by the European commission in 2013, and operated by CERN.
Zenodo archives data sets, reports, articles, software, source code, etc., and also creates a persistent DOI for each entry, that also supports versioning. Furthermore, it is fully compatible with GitHub (Zenodo can archive a repository release).
Frayling, Christopher. ‘Research in Art and Design’. Royal College of Art, Research Papers, 1, no. 1 (1993): 1–5.
Juul, Jesper. ‘The Game of Video Game Objects: A Minimal Theory of When We See Pixels as Objects Rather than Pictures’. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 376–81. Virtual Event Austria: ACM, 2021. www⁄https://doi.org/10.1145/3450337.3483449.
abstract⁄What means are used in communicating game studies research? The article presents an analysis of findings produced through computational web scraping all published material in the 20-year lifetime of the Game Studies Journal, looking for a range of media facilitated by its permissive HTML format and published alongside text. The inquiry intends to provide reflexive data into the 20-year history of the field’s oldest journal and the implicit research tradition cultivated so far. Extending the discussion, it presents the problematic relationship of game studies and design, making a case for the formal inclusion of design-based research methods to the interdiscipline, which while latent in its current ecology are nevertheless foreseeable to manifest in the third decade of the game studies project. Lastly, it advocates for research through design: the production of videogame artifacts as research vehicles for generating new knowledge, advancing discourse, and uniting the research landscape altogether.
keywords⁄test material, game studies journal, data mining, computational analysis, videogame research, research communication, research methods, epistemology, use of media, design research, research through design, game design
Actual article reference
Miltiadis, Constantinos. ‘Other than Text: Media Used in Game Studies Publications. A Computational Analysis into 20 Years of Publications of the Game Studies Journal, and an Appeal for Research Through Design’. In Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. Sevilla: DiGRA, 2023. www⁄https://doi.org/10.5281/zenodo.7944673.
Author’s note: The first part of this paper presents and discusses data retrieved, analyzed, and visualized through a custom Python program developed in a www⁄Jupyter Notebook, implementing the libraries www⁄Beautiful Soup (for web scraping), www⁄NumPy (for math), www⁄Pandas (for statistics and visualization), and www⁄Matplotlib (for additional plotting functions). The fully annotated source code developed for this inquiry is provided openly and as part of this contribution for evaluation and corroboration of findings as well as for further extension and production of derivative works by the community. It is provisionally hosted by the author at www⁄https://github.com/cmiltiadis/other-than-text, and archived at www⁄https://doi.org/10.5281/zenodo.7944673, pending action by the DiGRA board for archiving contribution artifacts that cannot be accommodated within traditional paper formats.
1. Introduction: Diagrams and Other Media in Game Studies Research¶
The following study started out of genuine curiosity to answer the question: can one use diagrams in game studies research, and, is it common to use diagrams or other visual media in such research?
Here, the question of diagrams is not just encyclopedic.
Diagrams, sketches, and illustrations serve as low-threshold means to organize, make sense of, and communicate information impossible to convey otherwise, for example through text, taxonomies, or quantification. They are distinct from pictures as they rely more on abstraction than faithful representation, and as such they serve as native methods in practices and professions that rely less on analytical knowledge and more on implicit or tacit knowledge, for example in design and architecture.
Moreover, diagrams and other visual means were essential for the advent of the scientific revolution [@edgerton1985; @franklin2000; @latour1986] and are still employed in the natural sciences today.1
Diagrammatic reasoning, according to Tylén and colleagues [-@tylen2014], is used both in everyday and specialized practices to “crystalize and support innovating thinking practices and interpersonal communication.” This, by reducing complexity and rendering perceivable abstract structures; mapping ontologies and interrelations; affording manipulable representations that accommodate testing new insights or hypotheses; enabling collective forms of thinking through their communicability; and finally supporting and augmenting cognitive processes. For videogames especially, where textual descriptions, taxonomical analyses, and representational renderings might not be adequate, diagrams can serve to reason with the medium’s procedural rhetoric and ontologies, while sketches can accommodate concepts that rely on a spatial substrate [see also @almeida2013a].
In fact, the use of visual methods is rather common in game design and development practices and can be observed to permeate literature that intersects such situated knowledges with fields of analysis like game studies.
Extended use of such means has been employed to communicate matters pertaining to videogame spatiality2 [@backe2021; @jakobsson2003; @robinett2006; @totten2014; @totten2017]; temporality [@juul2004; @nitsche2007]; fundamental game mechanics [@swink2008]; and formal frameworks such as MDA [@hunicke2004; @walk2017], Game Design Patterns [@bjork2004], and the diagram language Machinations [@adams2012a; @dormans2012]. Besides, the need for visual languages was stressed on par with the need for a shared vocabulary in the study of game design tools and methods by Almeida and da Silva [-@almeida2013a], highlighting shared agendas between the analysis of games as existing objects and of games in the making.
However, how much do such visual media and methods take part in formal game studies research? While multiple contributions have suggested methodologies to analyze videogames, the matter of how to communicate videogame research has been given less attention. ‘Playing research’ [@aarseth2003], to take an example, suggests studying a game by playing it well. However, the matter of communicating that understanding is left vague, or rather implicit in existing scholarly traditions.
Thus, the search for diagrams and by extent for other media in the study of videogames can be viewed as a qualitative and reflexive inquiry into the types of thinking and argumentation involved in their discussion. Furthermore, it can help infer the proximity or degree of convergence between scholarly research on the one hand, and the types of knowledge and reasoning involved in making videogames, on the other.
After manually browsing existing literature, the inquiry turned into computational tools to assist in the wider search for media in game studies research, while focusing on the case of the Game Studies Journal (GSJ).
This, on the one hand, allowed to abstract the subject of this inquiry into any non-text media used alongside text in the communication of game studies research. On the other hand, it allowed focusing the scope of this inquiry into the tradition of a single journal for several reasons (discussed in the following), chiefly because of its prominence in the field, its openness and transparency, and its unique capacity to accommodate multiple media types.
The following is organized in two parts. Firstly, a computational analysis into what type of means, other than text, are used in game studies publications, in the example of GSJ?
Extrapolating findings, the second part discusses matters of interdisciplinarity in game studies and the GSJ particularly, unpacking the problematic relationship to design epistemologies. I argue that the link to design is crucial for the field entering its third decade, not the least for the inclusion of media-based research methods. Finally, I advocate for research through design, contributions based on and involving the prototyping of videogame artifacts.
The data presented in this study are generated from ‘data scraping’ all the entries of the GSJ in its 20-year history, up to volume 2021 issue 3, in search of media that accompany text. This is computationally extracting, organizing, and visualizing information from all published material.
For this type of inquiry and for focusing the question of media published in videogame research the GSJ stands out as an ideal candidate for two main reasons: one technical and one epistemological.
Firstly, the GSJ is ideal for web scraping from a technical perspective.
The journal is decidedly open access [@aarseth2014], thus all its content is readily available. Like most game studies journals it is self-published rather than published by an external commercial publisher. Stemming from the previous (the devotion to accessibility, the initial lack of experience with publishing infrastructure, and limited resources), besides that the journal stands for aspects of digital culture, is that the GMJ is published solely in HTML format and only digitally.3 While digital publications are common, academic journals published in online formats are rather rare nowadays. Most make use of the PDF format4 which can be said to serve as the standard for scientific publishing across the board.
Nevertheless, the GSJ is in comparison significantly more accessible: it does not require downloading files, and its lightweight entries can be read online on any browser, printed on paper, or saved as offline files.
Last but not least, the fact that the journal is in plain HTML renders it transparent to thorough computational scraping.
The second and foremost reason is that the GSJ stands out because of its seminal importance to the field.
It is the journal that formally – at least for the academic context – established the field of game studies in 2001, with its first issue marked by the founding editorial as “Year One” for computer game studies [@aarseth2001]. As one of the field’s flagship publication venues and at the age of 20, it is currently one of the few that are formally and highly accredited in academic research.5
Thus, the analysis of a journal of such central and historical importance to a field can reveal trends and conventions in its research tradition.
Systematic studies into massive volumes of literature for epistemological purposes are not uncommon, and this is also true for game studies.
Two precedents, by Melcer and colleagues [-@melcer2015], and by Martin [-@martin2018], provide crucial evidence for the structure of the videogame research ecology, mapped in the spatial and the temporal domains respectively.
The first, analyzed the academic publishing landscape through keyword mapping across 48 venues in a span of 15 years, concluding its segmentation into 20 thematic areas, and 7 distinct sub-communities.
The second, investigated the field’s degree of interdisciplinarity, through a cross-reference and keyword analysis in four academic communities to identify shared thematic clusters and track their evolution in time.
Evidently, such studies provide extremely useful insights into the current consistency of the ever-growing research landscape.
As Martin writes, they help “describe the historical development of a field,” as well as identify new research areas for development, “possible research gaps and areas for collaboration” [-@martin2018].
However, such massive computational inquiries come with limitations.
They are curtailed by the availability of open and searchable information provided by the publisher or index catalog, which in most cases consists only of metadata such as citation information (authors, titles, abstracts, and keywords), and rarely include bibliographic references.6
Thus, at best, they concern everything but the actual content of the contributions they examine.
What this present study proposes is a closer look into the GSJ itself in its 20-year tradition through a deep dive into the actual content of its complete published oeuvre. It employs a form of “algorithmic criticism” [@ramsay2011] concerned not with text (e.g. content, thematic, or keyword analyses), but with means of communication, asking: what means, other than text, are used to discuss videogames; with videogame abstractly understood as a rapidly evolving digital, procedural, interactive, performative, and sensory-rich audiovisual medium and cultural object, the experience of which often transcends or even escapes textuality.
This approach allows for a qualitatively richer and reflexive inquiry into the “habitus” [@bourdieu1990] of the journal, as the convergence of a research community (its authors, reviewers, and the agenda set out by the editorial board), parallel to the evolving object of study.
Furthermore, it can demonstrate the paradigm of scholarship set by one of the field’s most distinguished venues, which also established the field, to the wider research community.
Before proceeding to findings, one question to consider abstractly is what is possible and acceptable to submit and publish as game studies research? That is, what kind of material, besides text, can be published as research?
Let’s first consider technical limitations.
For publications that favor a print format, the options are rather limited. In this case, instructions often restrict the number of images, their size, color reproduction, and the overall page count of the submission – aspects pertaining to technical or practical limitations of the publication and its reproduction in print. For the case of journals published in digital print-ready PDF formats, instructions might be more lax. However, as with the previous category, submissions are subject to the pagination layout of the venue, which, for example, might shrink images to fit the page or column width.
For the overwhelming majority of game studies venues, print-ready digital PDF is the format of choice.7 In the cases examined, instructions resemble those of print publications provisioning images and tables. However, no limit is set to their use nor the page length of the submission.8 Exceptions are DiGRA and its journal ToDIGRA, which explicitly mention that submissions “may be accompanied by various media files, such as videos, sound clips, and even demonstrator games,” although such media are rendered secondary as instructions explain that the paper should “stand on its own” citing accessibility reasons.9
For GSJ, published natively in plain HTML, the possibilities are theoretically multiple.
However, from the array of content and media that could practically be accommodated besides text, the journal’s submission guidelines, like the previous cases, only explicitly provision for elements found in conventional print publications: figures and tables.10
No cap is imposed on their use, neither for a conventional page length of the submission (apart from word count). Nevertheless, images are restricted to a 50KB file size and 350-pixel width, an outdated limitation by today’s standards, both for online content and for the subject matter of videogames.11
Apart from the previous, the GSJ submission guidelines are rather vague regarding what else could be allowed to publish. The only mention related to media states that “use of other multimedia elements (like a flash plug-in [obsolete as of 2021]) has to be previously discussed with the editors” (see endnote 10). While media use is neither encouraged nor prohibited, a close inspection would reveal that, albeit in exceptional cases, the journal has already published articles that include content types impossible to reproduce in print form, and at least uncustomary if not difficult to include in PDF files.
These are three unique cases that include links to attached audio files, a YouTube video embedded as inline frame (iframe) in the body of the text, and an animated GIF.
Given the absence of explicit restrictions we can assume that the journal is open to accommodate, when possible, media artifacts submitted by authors. Thus, the question could be put as what media can the journal accommodate? A concise list of what can be published on an HTML website includes:
4.1. Data Mining Process, Pitfalls, and Overall Metrics¶
One single Python program was developed to cater to all purposes of this analysis, including data gathering, processing, and visualization – provided openly with this paper.
The starting point was the latest GSJ “Archive” page14 which lists alphabetically all the content published since 2001. From that, unique hyperlinks to journal entries were identified, and each entry was scanned individually to retrieve relevant information. To render comprehensible the analytics into dimensions of the journal’s published work, the retrieved data were visualized with graphs at the level of issues, overall published material, and media types.
While the journal’s HTML website makes web scraping tasks easier, certain omissions and inconsistencies of the GSJ website pose minor or major obstacles to a non-human reader.15
One relevant example is the lack of signification to distinguish between actual papers and other kinds of published entries like editorials, book reviews, and interviews.16 Although these can be filtered manually for the relatively small volume of published works in GSJ, the present study opted for automating tasks rather than manually catering to each individual case. Therefore, what follows refers to published entries and not papers and takes into account all published material except ‘Call for Papers’ entries.
Parameter
Amount/case(s)
Number of issues
41 (until volume 21, issue 3; 2001-2021)
Number of entries
279 (including, book reviews, interviews, and most editorials that cannot be excluded computationally)
Number of images (overall)
659 (in 109 entries; 39%)
Number of HTML tables (overall)
70 (in 36 entries; 13%)
Entries with images or tables
124 (44%)
Image filetypes
JPG (77%), GIF (12%), PNG (11%; although not provisioned)
Images types found
16
Embedded content (iframes)
one case (YouTube video)
Animated GIFs
one case
Sound files
one case
Amount of referenced video links
93 (in 29 entries; 10%)
Most used media type
Videogame screenshot (44% of all images)
Most combined media type
Videogame screenshot (in 56% of unique combinations)
Most common hyperlink
“gamestudies.org” (137 instances in 62 entries; 22%)
Table 1: Overall metrics of material published in GSJ.
Table 1 lists metrics from the overall findings. The study found 279 entries published in 41 issues between 2001 and 2021 (until volume 21, issue 3), with a total sum of 659 images and 70 HTML tables. The images were annotated manually and classified into 16 distinct categories for further analysis into types of media used and their combinations. Additionally, entries were scanned for hyperlinks which were analyzed to infer common references to websites.
Overall, images are by far the most used medium in journal entries, with a total of 659 instances.
Figure 1 shows the total image count per issue of the GSJ, arranged by date of publication.
The graph doesn’t reveal any pattern. Rather, it shows that such metrics vary greatly from issue to issue, while the use of images in general appears rather limited.
The mean image count per issue entry is under 9 and in most cases under 5.
In addition, the entry with the highest image count per issue often accounts for a significant part of the overall image count. For 26 issues (63%) such entries account for 50% or more of the overall image count while 3 of those account for 100%.
In terms of distribution, the median image count per issue entry is 0 for 27 issues (67%), and 5 or fewer images for the rest, with one exception with 8 images (issue 14: 2011/1).
Figure 2: Image frequency per journal entry.
Figure 3: Image frequency in journal entries with images.
Figure 2 presents the number of images per entry, where an overwhelming 61% do not use any images. The image count distribution for the 109 entries with images (39%) is presented in Figure 3.
The most frequent case is 4 images found in 19 instances followed by 1,3 and 5 images (in 14, 14, and 13 instances respectively). After that point, the frequency of cases with more images decreases. Nevertheless, 17 cases (15% of this group) make use of 10 or more images, with a maximum of 27 images observed in 2 cases.
Figure 4 presents the amount of HTML tables in single entries.17 From the 36 entries that feature tables (13% overall), the most popular case is 1 table, found in 21 entries, followed by 2 tables in 8 entries. Entries with more than three tables are rather rare, nevertheless, the top-most case includes eight.
The next step was to assess image types qualitatively, to distinguish them in regard to the information they convey.
For example, a videogame screenshot, a photograph, a graph, and a diagram are all accounted for as “figures.” Nevertheless, they all carry different kinds of information, can support different types of arguments, and arguably accommodate different types of knowledge.
To account for that, all images were downloaded, annotated, and classified into different media types, taking into account how these were referred to by authors, where such information was offered.18
The classification found 16 distinct image types. Screenshots were distinguished into three categories: “[Video]Game Screenshot”, “Film screenshot”, and other screenshots (as “Screenshot”). The label “Picture” was used for images of documentation material – such as videogame promotional material and posters. “Glyph” was used for images of non-Latin characters or symbols. “Illustration” was used for cases of original illustrations or collages by authors.
Finally, the case of tables is a caveat in the GSJ as they appear both in the form of HTML tables – discussed before – and as images of rasterized tables. Since the two table types don’t overlap, they were kept distinct for this study.
Figure 5: Image type classification.
Figure 5 presents the distribution of the 659 images found in the 16 image types.
Videogame screenshots are by far the most used media type at 44% of all images (290 instances).
Pictures and graphs occupy the second and third place at 13%, while tables and photos follow at about half of that.
In outlier types, unique cases use images to depict: musical scores; algorithms; text; and an animated GIF.
Figure 6: Amount of different media types in single entries.
Figure 7: Amount of different media types in single entries with media.
The previous data regarding different media types were analyzed on a per-entry basis, including the category of HTML tables discussed before.
Figure 6 presents the amount of media combinations in the body of single entries, and Figure 7 the frequency of different media types among the 124 entries (44.4%) with media. The analysis shows that 155 entries (55.6% overall), do not contain any media, while 35.5% feature up to 2. From then on combinations of media types decrease, with 2 outliers featuring 5 and 8 different types respectively.
Figure 8: Presence of media types in different combinations.
Figure 9: Frequency of specific media combinations in single entries with media.
Lastly for this category, and for completion, Figure 8 shows the presence of each media type in unique media combinations, and Figure 9 lists in detail all media combinations and their frequency.
For entries with media, those with just videogame screenshots are the most frequent with 28 cases (22%) followed by those with just tables (of either type) with 16 (13%).
Another way to put the same is that videogame screenshots and tables (to a lesser extent) are the most common self-standing media next to text.
The 48 other media combinations that follow appear in 5 cases or less, while 31 combinations (62%) are unique.
Videogame screenshots are also the most-combined media type present in 28 different combinations (56%), followed by tables in 23, pictures in 18, and diagrams in 13 media combinations.
Figure 10: Websites referenced in more than five entries.
For an additional metric, all entries were scanned for hyperlinks to search for frequently referenced websites, provided in the text body or bibliography.19 Figure 10 lists websites occurring in more than 5 individual entries.
As shown, the most common website is by far the GSJ itself, appearing in 62 unique entries (22% overall), 137 times.
DOI links20 come second with 306 instances in 36 entries.
Third are YouTube links found in 27 entries.
Fourth is the DiGRA website in 25 entries. Links to other game studies publication venues include the journals Loading, and Eludamos, in 10 and 6 entries respectively, while links to general academic publishers are also common.
The game design website Gamasutra (now Game Developer) comes 5^th^, followed by the videogame press website Kotaku (in 24 and 21 entries respectively). Other videogame press websites are also common (IGN, Polygon, Gamespot, Eurogamer, GamesIndustry.biz, and PC Gamer) as well as the website of the Entertainment Software Association.
In general news websites, we find US-based publications (Wired, New York Times, and The Washington Post).
Other common websites are Internet Archive, the blogsites WordPress and BlogSpot, the wiki pages Wikipedia and Wikia (now Fandom), and Reddit. Also present in this list are links to personal websites of videogame scholars (www⁄Nick Yee, www⁄Jesper Juul, and Gonzalo Frasca (www⁄ludology.org)).
These show that besides scholarly research authors also rely on and employ in their argumentation a wide array of community commentaries, news reports, and media relating to the videogame phenomenon. However, given the journal’s loose regulations regarding hyperlinks, many URLs are not formatted properly but only provided as plain text. Thus, further research is required to draw sound conclusions.
Figure 11: Amount of video links in single entries.
A subset of the previous is a metric concerning the use of hyperlinks referring to video material. Such links can be of any type (gameplay content, lectures, etc.) and can be included in the text, the bibliography, or embedded as iframes in the body of the text.
A total of 93 video links were found, distributed in 29 entries (10.4%) as shown in Figure 11.
Except for a Vimeo and a Twitch link, these are all YouTube videos.
Extensive use of video references appears particularly in entries that discuss such material specifically, such as Carter and colleagues -@carterDemarcationProblemMultiplayer2015, which is the top-most contributor to the category with 19 video links.
Throughout the journal, there is only one case that embeds a video frame in the body of the article [@adamsWhyHaveMake2018]. This is also the only case of an iframe in the entire journal.
What can be inferred from the abovementioned findings is that ’the average’ entry published in GSJ will most likely not have much besides text. Like the majority, it will have no pictures (61%) or tables (55%). In case it does contain elements besides text, that will likely be videogame screenshots.
From a media perspective, this picture of the journal might not outright suggest one that is concerned with phenomena of media culture, or media-rich art.
This is not to say that media are not present in the journal. On the contrary, while that might not be the norm, a closer look reveals that multiple contributions make extensive use of media for their purposes. One in 5 entries (20%) features 5 images or more, and 6% feature 10 or more – something rather unlikely to come across in print publications. Furthermore, the use of media in argumentation is rather rich and varied with about 1 in 4 entries (24%) combining 2 media types or more.
Nevertheless, no regular or systematic use of the journal’s rather rare online digital format can be observed when it comes to media.
The exceptions mentioned before that feature in-text media (a YouTube iframe, an animated GIF, and sound file attachments) appear to be the only cases that make use of the journal’s digital infrastructure – which did not warrant more extensive inquiry as a category. As exceptions though, these cases demonstrate that contributions with digital-exclusive media are both allowed and present.
Regardless, the classic categories of ‘figures and tables,’ found in all conventional academic paper templates, appear to accommodate the overwhelming majority of contributions.21
For the subject matter of videogames, the lack of media in the argumentation and communication of research appears rather puzzling for several reasons. Chiefly, because videogames have been discussed as an unprecedented and media-rich genre22 where one might expect to see media, or more experimental means also taking part in discourse as well as the communication and argumentation of related research.
Additionally, game studies – a rather young interdisciplinary field – does not have any significant prior epistemological tradition to adhere to, besides the conventions it sets for itself. Thus, what constitutes a contribution and what that looks like, for a young field and research community, is something to be gradually regulated and adjusted between its publishing venues on the one hand, and its community of contributors and reviewers on the other.
For the case of the GSJ, which carried the burden of establishing the field’s first academic journal, the rather conservative outlook is likely owed to its initial attempt to legitimize game studies research by appearing ‘scientifically appropriate.’ In a 2014 keynote presentation Espen Aarseth, the journal’s co-founder and editor-in-chief, remarked the following in a seemingly humorous fashion while discussing the foundation of the field and the GSJ:
By having a journal we signal to the world, to the academic world, that here we have a new field; a field that is serious; a field where you should be able to get credit when you publish articles. So we made it as boring as possible to achieve that. It is on the web, but yes you can’t post comments, there is no blog [or] anything. Just plain boring academic articles, to make it seem that this is a very serious field [transcript from @aarseth2014, 13:10, emphasis mine].
For 2001, disguising a journal for a marginal or frowned-upon subject inside an aesthetically “boring” container so that it appears legitimate enough to the eyes of the wider academic community was clearly strategic in reasoning.
Nevertheless, in the 20 years since, it is also an aesthetic that remained with the journal, and an attribute that can be said to gradually formalize into an implicitly ingrained tradition: that its contributions are rather similar in form and presentation to contributions found in generic traditional humanities scholarship.
5.1. Interdisciplinary Discipline and the Matter of Design in Game Studies¶
Extrapolating from previous findings, we can discuss how ‘interdisciplinarity’ in the model of GSJ, and for videogame research at large, can play a role in shaping research methods and means of research communication.
Parallel to the journal’s agenda is its community and the contributed knowledge with can steer research, challenge traditions, and influence the ‘shape’ of contributions. That is particularly interesting for interdisciplinary fields such as the present one, where peers from different backgrounds and research traditions contribute with their own methods, means, and methodologies, which are not – and need not be – universally shared among the same community.
For the GSJ, interdisciplinarity was a quality paramount to the establishment of the game studies project. In “creating a new discipline,” its first editorial emphatically remarked that “[we] all enter this field from somewhere else”, and signed off with “you are all invited!” [@aarseth2001, emphasis in original]. However, the examples provided as points of plausible disciplinary origin (“anthropology, sociology, narratology, semiotics, film studies, etc.”) betrayed a rather narrow conception of that interdisciplinarity, rather rooted in the humanities and media studies [@kultimaGameDesignResearch2015]. Nonetheless, in the decades since, the range of ‘home disciplines’ for contributing authors in game studies research has widened considerably, far beyond those originally prescribed [@buttHomoIncludensSurveying2018; @martin2018; @mayraDisciplinaryIdentityGame2014].
Given the above, in the two decades of the field’s and journal’s history, one particular epistemic domain can be observed to be historically excluded. That is the domain of design, which also appears as the crux for the interdisciplinary ‘discipline’ of game studies.
References to game designers and monographs by game designers are common if not canonical in game studies literature,23 though not the same can be said for the degree of inclusiveness of design approaches (or methods) in academic contributions.
According to Kultima [-@kultimaGameDesignResearch2015], there is a significant gap between the videogame as a (design) practice and as a field of academic study. That can be historically explained, Kultima argues, owed partly to a problematic understanding of design and a narrow interpretation of interdisciplinarity, matters which eventually cost to the field the inclusion of design research methodologies.
All the while, the same study reports, “game design” is found to be the most common keyword in videogame research.
For the GSJ specifically, the relationship to design appears similarly problematic, and ‘design’ itself ill-understood. In 2005, discussing the interdisciplinary nature of videogame research and its problems, Aarseth made extensive mentions to his understanding of the role of design in that constellation:
Inevitably, the only powerful nexus among these diverse approaches then becomes design. Humanists, technologists, and social scientists come together through a common interest in outstanding design. Game design will have to unite the insights from social science, technology, and art, and so becomes the overruling discipline whereby all the other approaches are measured. The value of technology, social theory, and aesthetics can be measured through the lens of design, because it is closest to the practice itself [@aarseth2005].
In this passage, Aarseth seems to acknowledge design not only as a distinct “approach,” but also for its inherent capacity as a “powerful nexus.”24 As such, he sees design as capable to unite, organize and measure all contributing methodologies in game studies.
Despite that, he continues by immediately deprecating his previous statement:
However, this is problematical for a number of reasons. For one thing, design theory is quite underdeveloped compared to the other traditions. There is a clear danger that commercial success and sales numbers will dominate the discourse, to the detriment of scholarly values and strength of argument [@aarseth2005].
Aarseth’s objection here is twofold. Firstly, that ‘design’ comes with comparably underdeveloped theory, and secondly that its admittance to game studies, due to its proximity to practice, could entail the risk of polluting academic values with commercial ones.
This self-rebuttal, as with similar statements made elsewhere,25 betrays confusion as to what the keyword ‘design’ refers to. Is it the field of design, or design research methods? Or is it game design, as a younger applied practice?
For one, the design field is not quite underdeveloped, but a rather mature interdiscipline with decades of rigorous research traditions.26 Moreover, the scholarly and applied wings of design, as well as their cultures and values, are clearly distinct, but also in an organic interrelation in which they can critique and inform one another.
More crucially, the usefulness of design – as an out-group tradition in this interdisciplinary constellation – need not be measured by how its “theory” compares to that of other – in-group – fields. Rather, such an assessment needs to be grounded on its own methods and what these can contribute to the existing constellation.
The distinction here is crucial for conceiving an interdisciplinary field, where multiple entry points and methods are required and need to collaboratively co-exist.
The practice of interdisciplinary, however, is far from a trivial task. As distilled by Aarseth, the matter comes down to “how do we trust each other, when we don’t share the same methods?” [-@aarseth2014]. His proposal for the field’s future suggested the model of architecture schools [@aarseth2001; @aarseth2014]; environments that house multiple disciplines working together for the study of complex phenomena and the production of architects:
Maybe something like an architecture school, where people from many different disciplines work together to produce architects but also understand cities, structures, and all the stuff that goes on. That could be one model to strive for. Groups of specialists in different disciplines but working closely together and educating people [transcript from @aarseth2014, 1:02:00].
The analogy to the architecture school model appears to resonate with the current state of videogame research in which game studies formally contribute. Furthermore, the statement could not underline more strongly the centrality of design, for videogame research too.
In architecture schools, practice-based design courses form the spine of educational curricula, while design-based tacit knowledge is also the discipline’s unifying basis from which specializations stem. Design here is indeed the “nexus” that connects and valuates other constituents of the discipline besides practice, including history, theory, and technical subjects.
At the same time, the architectural school model, as described by Aarseth, is not far in reality from programs to which game studies formally contribute.
In fact, that is the case for the few established game studies research units – for example the Institute of Digital Games in Malta and the Center for Computer Games Research in Copenhagen.27 Such units are populated by staff from various specializations relating to games – besides game studies proper – who collectively contribute to curricula centered around game design, and the production of competent professionals.
That game studies units primarily contribute to design-based study programs undeniably forecasts the form of research for game studies entering its third decade. It hints at the native knowledges currently cultivated in videogame-related education, and the direction of scholarly literacy. Consequently, we can ask: what kinds of research can we envision for the future of game studies? This, given that the field is already becoming populated by graduates with videogame-native degrees, i.e. people not coming from “somewhere else” [@aarseth2001].
By and large, the presence of and enrichment with design knowledge and methods appears as an inevitability.
For the game studies ecology, the inclusion of design methods is not a novel suggestion, nor is design research a new practice. The purpose of game design research methods and imperatives for their inclusion have been discussed extensively in recent years [@khaled2023; @kultimaGameDesignResearch2015; @lankoski2017; @malazita2023; @stenros2018]. Nevertheless, while design-based research takes part in undergraduate and postgraduate education, its use as a research method is less present when it comes to game studies publications.
To briefly examine and categorize design research trajectories into game studies we can use Frayling’s tripartite model [-@fraylingResearchArtDesign1993; see also @stenros2018] outlining indicative forms of research in the context of arts and design. These are:
research into arts and design: concerned with historical, theoretical, and aesthetic-related research;
research through arts and design: implementing hands-on design prototyping for the investigation and advancement of the medium as well as of novel applications, where contributions concern discussion of such studies and can include prototypes; and lastly
research for arts and design: concerning the design and development of artifacts as contributions to arts and design in themselves.
By this perspective, the first category is rather aligned with ‘canonical’ game studies contributions – whether or not implicitly informed by design practice.
The second and third categories appear rather problematic and can be identified in a set of scattered contributions. This, to the best of our knowledge, can be attributed to the lack of venues that can accommodate contributions in videogame form, the lack of accreditation thereof, and the relatively limited precedents in scientific literature.
As “research for design” we can identify multiple precedents of videogames developed to also contribute to discourse and are often elaborated in publications. Such cases include September 12th by Frasca [-@frascaSeptember12th2003], which initiated the genre of “Newsgames” later discussed in literature [@bogostNewsgamesJournalismPlay2010; @sicartNewsgamesTheoryDesign2008]; the “playable philosophy” games and parallel publications by Gualeni that investigate videogames as philosophical tools;28 the game design practice of Barr and its subsequent design analysis;29 and the work of multiple academic practitioners such as Peirce and Flanagan,30 and more recently LeMieux with Boluk.31
An exceptional case of design practice intersecting game studies can be found in a 2016 issue of the GAME journal32 containing discussions based on provided videogame artifacts [see @barr2016; @gualeni2016].
The category of “research through design,” which appears rather promising for game studies research is more scattered.
As such we can categorize design-informed texts, such as the design-based accounts by Crawford [-@crawford1984],33 and Salen and Zimmerman [-@salen2003]. Design investigations can also be found outside of videogame research proper. Informed by practice and enriched with diagrams, the investigation and theorization of digital spatiality by Jakobsson [-@jakobsson2003], for example, provides a counter-precedent to the scholarship of its contemporary “spatial turn” in game studies [@gunzel2008]. A significant recent precedent is the “playable essay” by Juul [-@juulGameVideoGame2021], consisting of a Unity-developed browser-embedded videogame accompanied by an essay that follows an analysis from the standpoint of game design, meant to first be played and then read.34
Lastly, investigations through design prototyping are common within game design and development communities. Prime examples include the discussion of “game feel” and its demonstration through videogame artifacts by Swink [-@swink2008; -@swink2008a], as well as the recent “interactive video essay” Platformer Toolkit by Brown [-@brown2022a; -@brown2022], discussing and exposing fundamental experiential aspects of player controller ‘feel’ through a videogame prototype and accompanying video discussion.
What such examples show is that while lacking appropriate accreditation or formal outlets, designerly research is already present, spearheaded by notable scholars of the field, and contributing to the multimodality of videogame research. Besides, it is also the native means of practice for the global “lively art” [@jenkins2005] of game design. Such investigations shine light from perspectives that also draw from a practical know-how of the medium and contribute through making, as opposed to the study of games with analytical or even playful methods outside their status as objects of design. As in the example of “Newsgames,” such methods are not only capable to explore the edges of games and gaming aesthetics but furthermore advance discourse and the medium altogether. This, often towards directions unlikely for the gaming market to attempt, which is in stark contrast to the study of games through their manifestations as readymade commercial objects.
Moreover, over the past few decades a notable trend has been observed towards artifact construction research methods. In the realm of HCI particularly, research through design programs (here RtD) concentrate on experimental generation of non-commercial artifacts [@gaver2012; @zimmerman2007; @zimmerman2008], which are subject to formal evaluation criteria [@prochner2022].
The strength of this approach lies in its distinctive capacity to draw from a diverse range of disciplines to explore innovative concepts, applications, and hypotheses, as well as address ‘wicked problems.’
Its synthetic perspectives proffer forms of understanding that diverge from traditional analytic approaches. Furthermore, RtD yields artifacts that serve as ’theory nexus,’ instigating the development of new theoretical frameworks and promoting the proliferation of theory, rather than pushing towards its convergence.
Additionally, within her paradigm of “generic epistemology” Schmid foregrounds the construction of artifacts [@schmid2014]. This paradigm, which is concerned with contemporary post-disciplinary objects [@schmid2015], underlines the synthesis and making processes inherent to design, which entail “a mode of reasoning that produces the new” [@schmid2018]. This distinct mode of reasoning intrinsic to artifact construction not only generates new knowledge but also enables knowledge contributions not otherwise possible. Drawing from a diverse spectrum of disciplines and knowledge bases, design transcends the boundaries typically imposed by single disciplines or philosophies [@schmid2018; @schmid2014]. This underscores the unique potential of design to the broader epistemological landscape.
For game studies, given the presence of design-informed or design-based investigations, as well as the position of design parallel to and jointly with ‘studies’ literacies in videogame-related education, we can presume that the formalization of game design research is only a matter of time. The question at hand is in what relation or proximity to game studies?
To return to the question of media and means of research in game studies contributions, that of the videogame prototype itself is a logical candidate, not only by extrinsic methodologies but also by existing practices in the field. The recent “playable essay” by Juul [-@juulGameVideoGame2021], is a foreseeable publication format to look forward to, as well as a prime example of how game design (synthesis) and studies (analysis) methods can work hand in hand [@coulton2017; @waern2015; see also @brown2022a].
Furthermore, as previously discussed, the odds of such an ’epistemological update’ to enrich and unite the expanding research landscape are promising.
The inquiry into media published in the past 20 years of the GSJ provides some qualitative insights into the means of argumentation and communication within the habitus of the journal as a relatively open interdisciplinary community. From this vantage point, the considerable work produced in this timespan parallel to the establishment of the field appears to mostly adhere to conventions of traditional scholarship. This is to an extent consequential to the difficulties of establishing a new interdiscipline. Nevertheless, it is arguably also disproportionate compared to the boldness of the game studies project and the specificity of the novel media-rich phenomenon of study.
Notwithstanding, for the now-adult game studies entering its third decade, conformism to extraneous conventions need not be the case. Rather, a renewal of its vows and re-examination of the tradition cultivated so far are more pressing imperatives for enabling its future. For one, the case of design as a binder and “powerful nexus” to unite the multiple aspects of the videogame phenomenon into a “single discipline” [@aarseth2001] or “fuzzy set” [@aarseth2015], is pending at the gates for the new generations of game studies – those not coming from “somewhere else” [@aarseth2001] – to pioneer.
Eventually, the question remains: “how do we trust each other, when we don’t share the same methods?”
While the architecture school model might provide a useful precedent to conceive the future, for an interdisciplinary field birthed after post-modernism devoted to the study of a “contemporary object” [@schmid2015], there likely is no answer or existing schema to prescribe to, besides the road it paves for itself. In that, perhaps the guiding principle is what Derrida [-@derridaFutureProfessionUniversity2001] discussed for the unconditional humanities of tomorrow: faith.
I want to thank Petros Koutsolampros and Andreas Kelemen for their assistance with coding and data visualization; Miro Roman for his help with a proof-of-concept image scraper developed in Mathematica; and Yoon Han, Dooley Murphy, Ed Morrell, Luis Vega, and Bassam El Baroni for their generous comments.
I am thankful to the anonymous reviewers of the Game Studies Journal for their constructive feedback on an earlier version of this paper.
I am particularly grateful to Stefano Gualeni for his insightful feedback and encouragement.
Notably, such media are missing from contributions related to the “spatial turn” [see @gunzel2008 and referenced contributions]. ↩︎
See the 20th anniversary editorial of GSJ discussing the founding editors’ lack of publishing experience, the desire to create an online journal in the model of the earlier Postmodern Culture journal, and the journal’s dependence on volunteer labor [@aarseth2021]. ↩︎
“Portable Document Format” (PDF); royalty-free standard controlled by Adobe. ↩︎
To give an example from the Nordics – where game studies is more likely to be an accredited field of research – the Publication Forum of the Finnish scientific community (JUFO) lists the GSJ as a “leading” publication with a score of two out of three. For comparison, the only other venues accredited in this channel from those mentioned here, are the Eludamos journal, the DiGRA conference and ToDiGRA journal with a score of one, while the journals GAME, Loading, and Press Start are listed with a zero score. Only Games and Culture (of Sage) is ranked higher with a score of three. See www⁄www.tsv.fi/julkaisufoorumi/haku.php. Accessed January 27, 2023. ↩︎
This is regardless of whether the actual papers themselves are accessible to the researcher via institutional subscription, in case they are not open access. ↩︎
To the author’s best of knowledge, with the exception of GSJ, the few established games studies venues publish in A4-type PDF format. Such cases include the journals www⁄TODiGRA, www⁄Eludamos, www⁄Loading and www⁄Press Start – as well as non open access ones, published for example by Sage. The same is the case for the published proceedings or manuscripts of DiGRA and the Philosophy of Computer Games conference. An exception is www⁄GAME journal published both in PDF and in website form. ↩︎
The paragraph in question from the latest submission templates for both DiGRA and ToDIGRA adds: “However, the paper should stand on its own without such media, as they may not be available to everyone who reads the paper” (www⁄CALL FOR PAPERS DIGRA 2023 and www⁄ToDIGRA author guidelines). Nevertheless, to our best of knowledge, no such artifacts are archived in the DiGRA library. ↩︎
95% of all images found in GSJ are under 200KB. Image size limitations are likely a legacy term originating in the journal’s foundation in 2001, intended for accessibility or facilitation of on-demand printing. Nevertheless, in rare cases GSJ contributions host click-to-enlarge images [see @gallowaySocialRealismGaming2004]. ↩︎
As discussed in the next section, the journal’s policy regarding hyperlinks (click-able URLs) is unclear. Its guidelines only ask to verify URLs, and do no discuss hyperlinks, while a note on “Internet Addresses” does not hyperlink its examples (see endnote 10). ↩︎
Both Unity and Unreal Engine (game engines that currently account for the majority of the game development market share including indie development; royalty-free for non-commercial applications), can compile into HTML5 format that can be embedded in websites. For an example from academic scholarship see the videogame artifact developed as part of a contribution by Juul [-@juulGameVideoGame2021]. See also Brown [-@brown2022a] ↩︎
For specific issues with the structure of the GSJ website and how they were tackled in this inquiry see source code annotations. Examples of these include lack of HTML structures to identify paper metadata (i.e. title, authors, abstract, date, and keywords; although not necessary for the present inquiry), which also impair citation retrieval tools that work for some but not all entries of the journal; inconsistent formatting of entry pages; changing norms in journal URL conventions (from 2006); various HTML formatting errors; mistyped or erroneous external links; and occasional omissions of keywords. ↩︎
Distinctions between entry types (e.g. editorials, book reviews, and peer-reviewed papers) are only stated at the level of a journal issue, and can be deduced through reading only – not by metadata classification, keywords, or entry title. Only ‘Call for Papers’ entries were consistently marked and were filtered out. ↩︎
The table category is rather problematic for the GSJ. Tables are found both as HTML-formatted ones and also as rasterized images. The latter case is presented in the following section on image classification. ↩︎
The spreadsheet used for the classification is provided with this contribution as well as the source code to generate, load, and visualize alternative classifications. ↩︎
Hyperlinks are text segments associated with an external link via HTML. The URLs collected where stripped to obtain the base website, with common such patterns matched across entries. This does not include cases where a URL appears as plain text. ↩︎
“Digital Object Identifier” (DOI) handles to published material. ↩︎
Excluding the three mentioned exceptions with non-printable media, all other entries (98%) could practically be reproduced in a conventional academic publishing template. ↩︎
To give an example, computer games are mentioned as “not one medium, but many different media” in the first editorial of the GSJ [@aarseth2001]. ↩︎
For examples of classic oft-quoted publications by game designers see the works of Chris Crawford, Katie Salen and Eric Zimmerman. Transactions with design are not uncommon for the GSJ either. In addition to published interviews with game designers, there is at least one case that provides visual documentation and discussion of a game development process [see @stoneTimeReparativeGame2018]. ↩︎
The domain-bridging capacity of design is corroborated by Martin [-@martin2018]. ↩︎
Aarseth’s bias against design and mentions of its ‘underdeveloped theory’ can also be observed in casual remarks from a keynote presentation where he commented the following: “game design is really dangerous, [it] has the nice position of being in the middle. Everybody can relate to game design […] So even if game design doesn’t have a lot of strong theory, they have a very strong practical position in this field. Therefore, you have a lot of power […] That’s why I am afraid of you” [transcript from @aarseth2014, 22:00]. Additionally, the only related mention in the journal’s first editorial frames design within “technical design aspects” [@aarseth2001]. ↩︎
It is outside of the scope of this article to argue for the heritage of design discourses. For extensive discussions of design research for the context of game studies see Stenros and Kultima [-@stenros2018], and Lankoski and Holopainen [-@lankoski2017]. ↩︎
For “playable philosophy” videogames see www⁄gua-le-ni.com/games, and for related literature see Gualeni [-@gualeniVirtualWorldsPhilosophical2015; -@gualeni2016; -@gualeniPhilosophyDoingDigital2018]. Accessed January 29, 2023. ↩︎
For videogames by Barr see www⁄https://pippinbarr.com/games/, and for discussions of his practice see Khaled and colleagues [-@khaledDocumentingTrajectoriesDesign2018; -@khaled2023]. Accessed January 29, 2023. ↩︎
See also Crawford’s other pioneering initiatives into game design discourse such as the Journal of Computer Game Design, a subscription magazine founded in 1987, renamed to Journal of Interactive Entertainment Design in 1993 and disbanded in 1996 (partly archived in www⁄http://www.erasmatazz.com/library/the-journal-of-computer/index.html. Accessed January 30, 2023), through which he initiated the Game Design Symposium in 1988, that evolved into the Game Developers Conference. ↩︎
For the videogame counterpart of the “playable essay see www⁄www.jesperjuul.net/text/gameofobjects. " Accessed January 9, 2023. Note that the artifact is not archived by the publication venue but by the author. ↩︎
abstract⁄What means are used in communicating game studies research? The article presents an analysis of findings produced through computational web scraping all published material in the 20-year lifetime of the Game Studies Journal, looking for a range of media facilitated by its permissive HTML format and published alongside text. The inquiry intends to provide reflexive data into the 20-year history of the field’s oldest journal and the implicit research tradition cultivated so far. Extending the discussion, it presents the problematic relationship of game studies and design, making a case for the formal inclusion of design-based research methods to the interdiscipline, which while latent in its current ecology are nevertheless foreseeable to manifest in the third decade of the game studies project. Lastly, it advocates for research through design: the production of videogame artifacts as research vehicles for generating new knowledge, advancing discourse, and uniting the research landscape altogether.
keywords⁄test material, game studies journal, data mining, computational analysis, videogame research, research communication, research methods, epistemology, use of media, design research, research through design, game design
Actual article reference
Miltiadis, Constantinos. ‘Other than Text: Media Used in Game Studies Publications. A Computational Analysis into 20 Years of Publications of the Game Studies Journal, and an Appeal for Research Through Design’. In Proceedings of the 2023 DiGRA International Conference: Limits and Margins of Games. Sevilla: DiGRA, 2023. www⁄https://doi.org/10.5281/zenodo.7944673.
Author’s note: The first part of this paper presents and discusses data retrieved, analyzed, and visualized through a custom Python program developed in a www⁄Jupyter Notebook, implementing the libraries www⁄Beautiful Soup (for web scraping), www⁄NumPy (for math), www⁄Pandas (for statistics and visualization), and www⁄Matplotlib (for additional plotting functions). The fully annotated source code developed for this inquiry is provided openly and as part of this contribution for evaluation and corroboration of findings as well as for further extension and production of derivative works by the community. It is provisionally hosted by the author at www⁄https://github.com/cmiltiadis/other-than-text, and archived at www⁄https://doi.org/10.5281/zenodo.7944673, pending action by the DiGRA board for archiving contribution artifacts that cannot be accommodated within traditional paper formats.
1. Introduction: Diagrams and Other Media in Game Studies Research¶
The following study started out of genuine curiosity to answer the question: can one use diagrams in game studies research, and, is it common to use diagrams or other visual media in such research?
Here, the question of diagrams is not just encyclopedic.
Diagrams, sketches, and illustrations serve as low-threshold means to organize, make sense of, and communicate information impossible to convey otherwise, for example through text, taxonomies, or quantification. They are distinct from pictures as they rely more on abstraction than faithful representation, and as such they serve as native methods in practices and professions that rely less on analytical knowledge and more on implicit or tacit knowledge, for example in design and architecture.
Moreover, diagrams and other visual means were essential for the advent of the scientific revolution (Edgerton 1985; Franklin 2000; Latour 1986) and are still employed in the natural sciences today.1
Diagrammatic reasoning, according to Tylén and colleagues (2014), is used both in everyday and specialized practices to “crystalize and support innovating thinking practices and interpersonal communication.” This, by reducing complexity and rendering perceivable abstract structures; mapping ontologies and interrelations; affording manipulable representations that accommodate testing new insights or hypotheses; enabling collective forms of thinking through their communicability; and finally supporting and augmenting cognitive processes. For videogames especially, where textual descriptions, taxonomical analyses, and representational renderings might not be adequate, diagrams can serve to reason with the medium’s procedural rhetoric and ontologies, while sketches can accommodate concepts that rely on a spatial substrate (see also Almeida et al. 2013).
In fact, the use of visual methods is rather common in game design and development practices and can be observed to permeate literature that intersects such situated knowledges with fields of analysis like game studies.
Extended use of such means has been employed to communicate matters pertaining to videogame spatiality2 (Backe 2021; Jakobsson 2003; Robinett 2006; Totten 2014; Totten 2017); temporality (Juul 2004; Nitsche 2007); fundamental game mechanics (Swink 2008b); and formal frameworks such as MDA (Hunicke et al. 2004; Walk et al. 2017), Game Design Patterns (Björk et al. 2004), and the diagram language Machinations (E. Adams et al. 2012; Dormans 2012). Besides, the need for visual languages was stressed on par with the need for a shared vocabulary in the study of game design tools and methods by Almeida and da Silva (2013), highlighting shared agendas between the analysis of games as existing objects and of games in the making.
However, how much do such visual media and methods take part in formal game studies research? While multiple contributions have suggested methodologies to analyze videogames, the matter of how to communicate videogame research has been given less attention. ‘Playing research’ (Aarseth 2003), to take an example, suggests studying a game by playing it well. However, the matter of communicating that understanding is left vague, or rather implicit in existing scholarly traditions.
Thus, the search for diagrams and by extent for other media in the study of videogames can be viewed as a qualitative and reflexive inquiry into the types of thinking and argumentation involved in their discussion. Furthermore, it can help infer the proximity or degree of convergence between scholarly research on the one hand, and the types of knowledge and reasoning involved in making videogames, on the other.
After manually browsing existing literature, the inquiry turned into computational tools to assist in the wider search for media in game studies research, while focusing on the case of the Game Studies Journal (GSJ).
This, on the one hand, allowed to abstract the subject of this inquiry into any non-text media used alongside text in the communication of game studies research. On the other hand, it allowed focusing the scope of this inquiry into the tradition of a single journal for several reasons (discussed in the following), chiefly because of its prominence in the field, its openness and transparency, and its unique capacity to accommodate multiple media types.
The following is organized in two parts. Firstly, a computational analysis into what type of means, other than text, are used in game studies publications, in the example of GSJ?
Extrapolating findings, the second part discusses matters of interdisciplinarity in game studies and the GSJ particularly, unpacking the problematic relationship to design epistemologies. I argue that the link to design is crucial for the field entering its third decade, not the least for the inclusion of media-based research methods. Finally, I advocate for research through design, contributions based on and involving the prototyping of videogame artifacts.
The data presented in this study are generated from ‘data scraping’ all the entries of the GSJ in its 20-year history, up to volume 2021 issue 3, in search of media that accompany text. This is computationally extracting, organizing, and visualizing information from all published material.
For this type of inquiry and for focusing the question of media published in videogame research the GSJ stands out as an ideal candidate for two main reasons: one technical and one epistemological.
Firstly, the GSJ is ideal for web scraping from a technical perspective.
The journal is decidedly open access (Aarseth 2014), thus all its content is readily available. Like most game studies journals it is self-published rather than published by an external commercial publisher. Stemming from the previous (the devotion to accessibility, the initial lack of experience with publishing infrastructure, and limited resources), besides that the journal stands for aspects of digital culture, is that the GMJ is published solely in HTML format and only digitally.3 While digital publications are common, academic journals published in online formats are rather rare nowadays. Most make use of the PDF format4 which can be said to serve as the standard for scientific publishing across the board.
Nevertheless, the GSJ is in comparison significantly more accessible: it does not require downloading files, and its lightweight entries can be read online on any browser, printed on paper, or saved as offline files.
Last but not least, the fact that the journal is in plain HTML renders it transparent to thorough computational scraping.
The second and foremost reason is that the GSJ stands out because of its seminal importance to the field.
It is the journal that formally – at least for the academic context – established the field of game studies in 2001, with its first issue marked by the founding editorial as “Year One” for computer game studies (Aarseth 2001). As one of the field’s flagship publication venues and at the age of 20, it is currently one of the few that are formally and highly accredited in academic research.5
Thus, the analysis of a journal of such central and historical importance to a field can reveal trends and conventions in its research tradition.
Systematic studies into massive volumes of literature for epistemological purposes are not uncommon, and this is also true for game studies.
Two precedents, by Melcer and colleagues (2015), and by Martin (2018), provide crucial evidence for the structure of the videogame research ecology, mapped in the spatial and the temporal domains respectively.
The first, analyzed the academic publishing landscape through keyword mapping across 48 venues in a span of 15 years, concluding its segmentation into 20 thematic areas, and 7 distinct sub-communities.
The second, investigated the field’s degree of interdisciplinarity, through a cross-reference and keyword analysis in four academic communities to identify shared thematic clusters and track their evolution in time.
Evidently, such studies provide extremely useful insights into the current consistency of the ever-growing research landscape.
As Martin writes, they help “describe the historical development of a field,” as well as identify new research areas for development, “possible research gaps and areas for collaboration” (2018).
However, such massive computational inquiries come with limitations.
They are curtailed by the availability of open and searchable information provided by the publisher or index catalog, which in most cases consists only of metadata such as citation information (authors, titles, abstracts, and keywords), and rarely include bibliographic references.6
Thus, at best, they concern everything but the actual content of the contributions they examine.
What this present study proposes is a closer look into the GSJ itself in its 20-year tradition through a deep dive into the actual content of its complete published oeuvre. It employs a form of “algorithmic criticism” (Ramsay 2011) concerned not with text (e.g. content, thematic, or keyword analyses), but with means of communication, asking: what means, other than text, are used to discuss videogames; with videogame abstractly understood as a rapidly evolving digital, procedural, interactive, performative, and sensory-rich audiovisual medium and cultural object, the experience of which often transcends or even escapes textuality.
This approach allows for a qualitatively richer and reflexive inquiry into the “habitus” (Bourdieu 1990) of the journal, as the convergence of a research community (its authors, reviewers, and the agenda set out by the editorial board), parallel to the evolving object of study.
Furthermore, it can demonstrate the paradigm of scholarship set by one of the field’s most distinguished venues, which also established the field, to the wider research community.
Before proceeding to findings, one question to consider abstractly is what is possible and acceptable to submit and publish as game studies research? That is, what kind of material, besides text, can be published as research?
Let’s first consider technical limitations.
For publications that favor a print format, the options are rather limited. In this case, instructions often restrict the number of images, their size, color reproduction, and the overall page count of the submission – aspects pertaining to technical or practical limitations of the publication and its reproduction in print. For the case of journals published in digital print-ready PDF formats, instructions might be more lax. However, as with the previous category, submissions are subject to the pagination layout of the venue, which, for example, might shrink images to fit the page or column width.
For the overwhelming majority of game studies venues, print-ready digital PDF is the format of choice.7 In the cases examined, instructions resemble those of print publications provisioning images and tables. However, no limit is set to their use nor the page length of the submission.8 Exceptions are DiGRA and its journal ToDIGRA, which explicitly mention that submissions “may be accompanied by various media files, such as videos, sound clips, and even demonstrator games,” although such media are rendered secondary as instructions explain that the paper should “stand on its own” citing accessibility reasons.9
For GSJ, published natively in plain HTML, the possibilities are theoretically multiple.
However, from the array of content and media that could practically be accommodated besides text, the journal’s submission guidelines, like the previous cases, only explicitly provision for elements found in conventional print publications: figures and tables.10
No cap is imposed on their use, neither for a conventional page length of the submission (apart from word count). Nevertheless, images are restricted to a 50KB file size and 350-pixel width, an outdated limitation by today’s standards, both for online content and for the subject matter of videogames.11
Apart from the previous, the GSJ submission guidelines are rather vague regarding what else could be allowed to publish. The only mention related to media states that “use of other multimedia elements (like a flash plug-in [obsolete as of 2021]) has to be previously discussed with the editors” (see endnote 10). While media use is neither encouraged nor prohibited, a close inspection would reveal that, albeit in exceptional cases, the journal has already published articles that include content types impossible to reproduce in print form, and at least uncustomary if not difficult to include in PDF files.
These are three unique cases that include links to attached audio files, a YouTube video embedded as inline frame (iframe) in the body of the text, and an animated GIF.
Given the absence of explicit restrictions we can assume that the journal is open to accommodate, when possible, media artifacts submitted by authors. Thus, the question could be put as what media can the journal accommodate? A concise list of what can be published on an HTML website includes:
4.1. Data Mining Process, Pitfalls, and Overall Metrics¶
One single Python program was developed to cater to all purposes of this analysis, including data gathering, processing, and visualization – provided openly with this paper.
The starting point was the latest GSJ “Archive” page14 which lists alphabetically all the content published since 2001. From that, unique hyperlinks to journal entries were identified, and each entry was scanned individually to retrieve relevant information. To render comprehensible the analytics into dimensions of the journal’s published work, the retrieved data were visualized with graphs at the level of issues, overall published material, and media types.
While the journal’s HTML website makes web scraping tasks easier, certain omissions and inconsistencies of the GSJ website pose minor or major obstacles to a non-human reader.15
One relevant example is the lack of signification to distinguish between actual papers and other kinds of published entries like editorials, book reviews, and interviews.16 Although these can be filtered manually for the relatively small volume of published works in GSJ, the present study opted for automating tasks rather than manually catering to each individual case. Therefore, what follows refers to published entries and not papers and takes into account all published material except ‘Call for Papers’ entries.
Parameter
Amount/case(s)
Number of issues
41 (until volume 21, issue 3; 2001-2021)
Number of entries
279 (including, book reviews, interviews, and most editorials that cannot be excluded computationally)
Number of images (overall)
659 (in 109 entries; 39%)
Number of HTML tables (overall)
70 (in 36 entries; 13%)
Entries with images or tables
124 (44%)
Image filetypes
JPG (77%), GIF (12%), PNG (11%; although not provisioned)
Images types found
16
Embedded content (iframes)
one case (YouTube video)
Animated GIFs
one case
Sound files
one case
Amount of referenced video links
93 (in 29 entries; 10%)
Most used media type
Videogame screenshot (44% of all images)
Most combined media type
Videogame screenshot (in 56% of unique combinations)
Most common hyperlink
“gamestudies.org” (137 instances in 62 entries; 22%)
Table 1: Overall metrics of material published in GSJ.
Table 1 lists metrics from the overall findings. The study found 279 entries published in 41 issues between 2001 and 2021 (until volume 21, issue 3), with a total sum of 659 images and 70 HTML tables. The images were annotated manually and classified into 16 distinct categories for further analysis into types of media used and their combinations. Additionally, entries were scanned for hyperlinks which were analyzed to infer common references to websites.
Overall, images are by far the most used medium in journal entries, with a total of 659 instances.
Figure 1 shows the total image count per issue of the GSJ, arranged by date of publication.
The graph doesn’t reveal any pattern. Rather, it shows that such metrics vary greatly from issue to issue, while the use of images in general appears rather limited.
The mean image count per issue entry is under 9 and in most cases under 5.
In addition, the entry with the highest image count per issue often accounts for a significant part of the overall image count. For 26 issues (63%) such entries account for 50% or more of the overall image count while 3 of those account for 100%.
In terms of distribution, the median image count per issue entry is 0 for 27 issues (67%), and 5 or fewer images for the rest, with one exception with 8 images (issue 14: 2011/1).
Figure 2: Image frequency per journal entry.Figure 3: Image frequency in journal entries with images.
Figure 2 presents the number of images per entry, where an overwhelming 61% do not use any images. The image count distribution for the 109 entries with images (39%) is presented in Figure 3.
The most frequent case is 4 images found in 19 instances followed by 1,3 and 5 images (in 14, 14, and 13 instances respectively). After that point, the frequency of cases with more images decreases. Nevertheless, 17 cases (15% of this group) make use of 10 or more images, with a maximum of 27 images observed in 2 cases.
Figure 4 presents the amount of HTML tables in single entries.17 From the 36 entries that feature tables (13% overall), the most popular case is 1 table, found in 21 entries, followed by 2 tables in 8 entries. Entries with more than three tables are rather rare, nevertheless, the top-most case includes eight.
The next step was to assess image types qualitatively, to distinguish them in regard to the information they convey.
For example, a videogame screenshot, a photograph, a graph, and a diagram are all accounted for as “figures.” Nevertheless, they all carry different kinds of information, can support different types of arguments, and arguably accommodate different types of knowledge.
To account for that, all images were downloaded, annotated, and classified into different media types, taking into account how these were referred to by authors, where such information was offered.18
The classification found 16 distinct image types. Screenshots were distinguished into three categories: “[Video]Game Screenshot”, “Film screenshot”, and other screenshots (as “Screenshot”). The label “Picture” was used for images of documentation material – such as videogame promotional material and posters. “Glyph” was used for images of non-Latin characters or symbols. “Illustration” was used for cases of original illustrations or collages by authors.
Finally, the case of tables is a caveat in the GSJ as they appear both in the form of HTML tables – discussed before – and as images of rasterized tables. Since the two table types don’t overlap, they were kept distinct for this study.
Figure 5: Image type classification.
Figure 5 presents the distribution of the 659 images found in the 16 image types.
Videogame screenshots are by far the most used media type at 44% of all images (290 instances).
Pictures and graphs occupy the second and third place at 13%, while tables and photos follow at about half of that.
In outlier types, unique cases use images to depict: musical scores; algorithms; text; and an animated GIF.
Figure 6: Amount of different media types in single entries.Figure 7: Amount of different media types in single entries with media.
The previous data regarding different media types were analyzed on a per-entry basis, including the category of HTML tables discussed before.
Figure 6 presents the amount of media combinations in the body of single entries, and Figure 7 the frequency of different media types among the 124 entries (44.4%) with media. The analysis shows that 155 entries (55.6% overall), do not contain any media, while 35.5% feature up to 2. From then on combinations of media types decrease, with 2 outliers featuring 5 and 8 different types respectively.
Figure 8: Presence of media types in different combinations.Figure 9: Frequency of specific media combinations in single entries with media.
Lastly for this category, and for completion, Figure 8 shows the presence of each media type in unique media combinations, and Figure 9 lists in detail all media combinations and their frequency.
For entries with media, those with just videogame screenshots are the most frequent with 28 cases (22%) followed by those with just tables (of either type) with 16 (13%).
Another way to put the same is that videogame screenshots and tables (to a lesser extent) are the most common self-standing media next to text.
The 48 other media combinations that follow appear in 5 cases or less, while 31 combinations (62%) are unique.
Videogame screenshots are also the most-combined media type present in 28 different combinations (56%), followed by tables in 23, pictures in 18, and diagrams in 13 media combinations.
Figure 10: Websites referenced in more than five entries.
For an additional metric, all entries were scanned for hyperlinks to search for frequently referenced websites, provided in the text body or bibliography.19 Figure 10 lists websites occurring in more than 5 individual entries.
As shown, the most common website is by far the GSJ itself, appearing in 62 unique entries (22% overall), 137 times.
DOI links20 come second with 306 instances in 36 entries.
Third are YouTube links found in 27 entries.
Fourth is the DiGRA website in 25 entries. Links to other game studies publication venues include the journals Loading, and Eludamos, in 10 and 6 entries respectively, while links to general academic publishers are also common.
The game design website Gamasutra (now Game Developer) comes 5th, followed by the videogame press website Kotaku (in 24 and 21 entries respectively). Other videogame press websites are also common (IGN, Polygon, Gamespot, Eurogamer, GamesIndustry.biz, and PC Gamer) as well as the website of the Entertainment Software Association.
In general news websites, we find US-based publications (Wired, New York Times, and The Washington Post).
Other common websites are Internet Archive, the blogsites WordPress and BlogSpot, the wiki pages Wikipedia and Wikia (now Fandom), and Reddit. Also present in this list are links to personal websites of videogame scholars (www⁄Nick Yee, www⁄Jesper Juul, and Gonzalo Frasca (www⁄ludology.org)).
These show that besides scholarly research authors also rely on and employ in their argumentation a wide array of community commentaries, news reports, and media relating to the videogame phenomenon. However, given the journal’s loose regulations regarding hyperlinks, many URLs are not formatted properly but only provided as plain text. Thus, further research is required to draw sound conclusions.
Figure 11: Amount of video links in single entries.
A subset of the previous is a metric concerning the use of hyperlinks referring to video material. Such links can be of any type (gameplay content, lectures, etc.) and can be included in the text, the bibliography, or embedded as iframes in the body of the text.
A total of 93 video links were found, distributed in 29 entries (10.4%) as shown in Figure 11.
Except for a Vimeo and a Twitch link, these are all YouTube videos.
Extensive use of video references appears particularly in entries that discuss such material specifically, such as Carter and colleagues -Carter et al. (2015), which is the top-most contributor to the category with 19 video links.
Throughout the journal, there is only one case that embeds a video frame in the body of the article (M. B. Adams et al. 2018). This is also the only case of an iframe in the entire journal.
What can be inferred from the abovementioned findings is that ‘the average’ entry published in GSJ will most likely not have much besides text. Like the majority, it will have no pictures (61%) or tables (55%). In case it does contain elements besides text, that will likely be videogame screenshots.
From a media perspective, this picture of the journal might not outright suggest one that is concerned with phenomena of media culture, or media-rich art.
This is not to say that media are not present in the journal. On the contrary, while that might not be the norm, a closer look reveals that multiple contributions make extensive use of media for their purposes. One in 5 entries (20%) features 5 images or more, and 6% feature 10 or more – something rather unlikely to come across in print publications. Furthermore, the use of media in argumentation is rather rich and varied with about 1 in 4 entries (24%) combining 2 media types or more.
Nevertheless, no regular or systematic use of the journal’s rather rare online digital format can be observed when it comes to media.
The exceptions mentioned before that feature in-text media (a YouTube iframe, an animated GIF, and sound file attachments) appear to be the only cases that make use of the journal’s digital infrastructure – which did not warrant more extensive inquiry as a category. As exceptions though, these cases demonstrate that contributions with digital-exclusive media are both allowed and present.
Regardless, the classic categories of ‘figures and tables,’ found in all conventional academic paper templates, appear to accommodate the overwhelming majority of contributions.21
For the subject matter of videogames, the lack of media in the argumentation and communication of research appears rather puzzling for several reasons. Chiefly, because videogames have been discussed as an unprecedented and media-rich genre22 where one might expect to see media, or more experimental means also taking part in discourse as well as the communication and argumentation of related research.
Additionally, game studies – a rather young interdisciplinary field – does not have any significant prior epistemological tradition to adhere to, besides the conventions it sets for itself. Thus, what constitutes a contribution and what that looks like, for a young field and research community, is something to be gradually regulated and adjusted between its publishing venues on the one hand, and its community of contributors and reviewers on the other.
For the case of the GSJ, which carried the burden of establishing the field’s first academic journal, the rather conservative outlook is likely owed to its initial attempt to legitimize game studies research by appearing ‘scientifically appropriate.’ In a 2014 keynote presentation Espen Aarseth, the journal’s co-founder and editor-in-chief, remarked the following in a seemingly humorous fashion while discussing the foundation of the field and the GSJ:
By having a journal we signal to the world, to the academic world, that here we have a new field; a field that is serious; a field where you should be able to get credit when you publish articles. So we made it as boring as possible to achieve that. It is on the web, but yes you can’t post comments, there is no blog [or] anything. Just plain boring academic articles, to make it seem that this is a very serious field (transcript from Aarseth 2014, 13:10, emphasis mine).
For 2001, disguising a journal for a marginal or frowned-upon subject inside an aesthetically “boring” container so that it appears legitimate enough to the eyes of the wider academic community was clearly strategic in reasoning.
Nevertheless, in the 20 years since, it is also an aesthetic that remained with the journal, and an attribute that can be said to gradually formalize into an implicitly ingrained tradition: that its contributions are rather similar in form and presentation to contributions found in generic traditional humanities scholarship.
5.1. Interdisciplinary Discipline and the Matter of Design in Game Studies¶
Extrapolating from previous findings, we can discuss how ‘interdisciplinarity’ in the model of GSJ, and for videogame research at large, can play a role in shaping research methods and means of research communication.
Parallel to the journal’s agenda is its community and the contributed knowledge with can steer research, challenge traditions, and influence the ‘shape’ of contributions. That is particularly interesting for interdisciplinary fields such as the present one, where peers from different backgrounds and research traditions contribute with their own methods, means, and methodologies, which are not – and need not be – universally shared among the same community.
For the GSJ, interdisciplinarity was a quality paramount to the establishment of the game studies project. In “creating a new discipline,” its first editorial emphatically remarked that “[we] all enter this field from somewhere else”, and signed off with “you are all invited!” (Aarseth 2001, emphasis in original). However, the examples provided as points of plausible disciplinary origin (“anthropology, sociology, narratology, semiotics, film studies, etc.”) betrayed a rather narrow conception of that interdisciplinarity, rather rooted in the humanities and media studies (Kultima 2015). Nonetheless, in the decades since, the range of ‘home disciplines’ for contributing authors in game studies research has widened considerably, far beyond those originally prescribed (Butt et al. 2018; Martin 2018; Mäyrä et al. 2014).
Given the above, in the two decades of the field’s and journal’s history, one particular epistemic domain can be observed to be historically excluded. That is the domain of design, which also appears as the crux for the interdisciplinary ‘discipline’ of game studies.
References to game designers and monographs by game designers are common if not canonical in game studies literature,23 though not the same can be said for the degree of inclusiveness of design approaches (or methods) in academic contributions.
According to Kultima (2015), there is a significant gap between the videogame as a (design) practice and as a field of academic study. That can be historically explained, Kultima argues, owed partly to a problematic understanding of design and a narrow interpretation of interdisciplinarity, matters which eventually cost to the field the inclusion of design research methodologies.
All the while, the same study reports, “game design” is found to be the most common keyword in videogame research.
For the GSJ specifically, the relationship to design appears similarly problematic, and ‘design’ itself ill-understood. In 2005, discussing the interdisciplinary nature of videogame research and its problems, Aarseth made extensive mentions to his understanding of the role of design in that constellation:
Inevitably, the only powerful nexus among these diverse approaches then becomes design. Humanists, technologists, and social scientists come together through a common interest in outstanding design. Game design will have to unite the insights from social science, technology, and art, and so becomes the overruling discipline whereby all the other approaches are measured. The value of technology, social theory, and aesthetics can be measured through the lens of design, because it is closest to the practice itself (Aarseth 2005).
In this passage, Aarseth seems to acknowledge design not only as a distinct “approach,” but also for its inherent capacity as a “powerful nexus.”24 As such, he sees design as capable to unite, organize and measure all contributing methodologies in game studies.
Despite that, he continues by immediately deprecating his previous statement:
However, this is problematical for a number of reasons. For one thing, design theory is quite underdeveloped compared to the other traditions. There is a clear danger that commercial success and sales numbers will dominate the discourse, to the detriment of scholarly values and strength of argument (Aarseth 2005).
Aarseth’s objection here is twofold. Firstly, that ‘design’ comes with comparably underdeveloped theory, and secondly that its admittance to game studies, due to its proximity to practice, could entail the risk of polluting academic values with commercial ones.
This self-rebuttal, as with similar statements made elsewhere,25 betrays confusion as to what the keyword ‘design’ refers to. Is it the field of design, or design research methods? Or is it game design, as a younger applied practice?
For one, the design field is not quite underdeveloped, but a rather mature interdiscipline with decades of rigorous research traditions.26 Moreover, the scholarly and applied wings of design, as well as their cultures and values, are clearly distinct, but also in an organic interrelation in which they can critique and inform one another.
More crucially, the usefulness of design – as an out-group tradition in this interdisciplinary constellation – need not be measured by how its “theory” compares to that of other – in-group – fields. Rather, such an assessment needs to be grounded on its own methods and what these can contribute to the existing constellation.
The distinction here is crucial for conceiving an interdisciplinary field, where multiple entry points and methods are required and need to collaboratively co-exist.
The practice of interdisciplinary, however, is far from a trivial task. As distilled by Aarseth, the matter comes down to “how do we trust each other, when we don’t share the same methods?” (2014). His proposal for the field’s future suggested the model of architecture schools (Aarseth 2001, 2014); environments that house multiple disciplines working together for the study of complex phenomena and the production of architects:
Maybe something like an architecture school, where people from many different disciplines work together to produce architects but also understand cities, structures, and all the stuff that goes on. That could be one model to strive for. Groups of specialists in different disciplines but working closely together and educating people (transcript from Aarseth 2014, 1:02:00).
The analogy to the architecture school model appears to resonate with the current state of videogame research in which game studies formally contribute. Furthermore, the statement could not underline more strongly the centrality of design, for videogame research too.
In architecture schools, practice-based design courses form the spine of educational curricula, while design-based tacit knowledge is also the discipline’s unifying basis from which specializations stem. Design here is indeed the “nexus” that connects and valuates other constituents of the discipline besides practice, including history, theory, and technical subjects.
At the same time, the architectural school model, as described by Aarseth, is not far in reality from programs to which game studies formally contribute.
In fact, that is the case for the few established game studies research units – for example the Institute of Digital Games in Malta and the Center for Computer Games Research in Copenhagen.27 Such units are populated by staff from various specializations relating to games – besides game studies proper – who collectively contribute to curricula centered around game design, and the production of competent professionals.
That game studies units primarily contribute to design-based study programs undeniably forecasts the form of research for game studies entering its third decade. It hints at the native knowledges currently cultivated in videogame-related education, and the direction of scholarly literacy. Consequently, we can ask: what kinds of research can we envision for the future of game studies? This, given that the field is already becoming populated by graduates with videogame-native degrees, i.e. people not coming from “somewhere else” (Aarseth 2001).
By and large, the presence of and enrichment with design knowledge and methods appears as an inevitability.
For the game studies ecology, the inclusion of design methods is not a novel suggestion, nor is design research a new practice. The purpose of game design research methods and imperatives for their inclusion have been discussed extensively in recent years (Khaled et al. 2023; Kultima 2015; Lankoski et al. 2017; Malazita et al. 2023; Stenros et al. 2018). Nevertheless, while design-based research takes part in undergraduate and postgraduate education, its use as a research method is less present when it comes to game studies publications.
To briefly examine and categorize design research trajectories into game studies we can use Frayling’s tripartite model (1993; see also Stenros et al. 2018) outlining indicative forms of research in the context of arts and design. These are:
research into arts and design: concerned with historical, theoretical, and aesthetic-related research;
research through arts and design: implementing hands-on design prototyping for the investigation and advancement of the medium as well as of novel applications, where contributions concern discussion of such studies and can include prototypes; and lastly
research for arts and design: concerning the design and development of artifacts as contributions to arts and design in themselves.
By this perspective, the first category is rather aligned with ‘canonical’ game studies contributions – whether or not implicitly informed by design practice.
The second and third categories appear rather problematic and can be identified in a set of scattered contributions. This, to the best of our knowledge, can be attributed to the lack of venues that can accommodate contributions in videogame form, the lack of accreditation thereof, and the relatively limited precedents in scientific literature.
As “research for design” we can identify multiple precedents of videogames developed to also contribute to discourse and are often elaborated in publications. Such cases include September 12th by Frasca (2003), which initiated the genre of “Newsgames” later discussed in literature (Bogost et al. 2010; Sicart 2008); the “playable philosophy” games and parallel publications by Gualeni that investigate videogames as philosophical tools;28 the game design practice of Barr and its subsequent design analysis;29 and the work of multiple academic practitioners such as Peirce and Flanagan,30 and more recently LeMieux with Boluk.31
An exceptional case of design practice intersecting game studies can be found in a 2016 issue of the GAME journal32 containing discussions based on provided videogame artifacts (see Barr 2016; Gualeni 2016).
The category of “research through design,” which appears rather promising for game studies research is more scattered.
As such we can categorize design-informed texts, such as the design-based accounts by Crawford (1984),33 and Salen and Zimmerman (2003). Design investigations can also be found outside of videogame research proper. Informed by practice and enriched with diagrams, the investigation and theorization of digital spatiality by Jakobsson (2003), for example, provides a counter-precedent to the scholarship of its contemporary “spatial turn” in game studies (Günzel 2008). A significant recent precedent is the “playable essay” by Juul (2021), consisting of a Unity-developed browser-embedded videogame accompanied by an essay that follows an analysis from the standpoint of game design, meant to first be played and then read.34
Lastly, investigations through design prototyping are common within game design and development communities. Prime examples include the discussion of “game feel” and its demonstration through videogame artifacts by Swink (2008b, 2008a), as well as the recent “interactive video essay” Platformer Toolkit by Brown (2022a, 2022b), discussing and exposing fundamental experiential aspects of player controller ‘feel’ through a videogame prototype and accompanying video discussion.
What such examples show is that while lacking appropriate accreditation or formal outlets, designerly research is already present, spearheaded by notable scholars of the field, and contributing to the multimodality of videogame research. Besides, it is also the native means of practice for the global “lively art” (Jenkins 2005) of game design. Such investigations shine light from perspectives that also draw from a practical know-how of the medium and contribute through making, as opposed to the study of games with analytical or even playful methods outside their status as objects of design. As in the example of “Newsgames,” such methods are not only capable to explore the edges of games and gaming aesthetics but furthermore advance discourse and the medium altogether. This, often towards directions unlikely for the gaming market to attempt, which is in stark contrast to the study of games through their manifestations as readymade commercial objects.
Moreover, over the past few decades a notable trend has been observed towards artifact construction research methods. In the realm of HCI particularly, research through design programs (here RtD) concentrate on experimental generation of non-commercial artifacts (Gaver 2012; Zimmerman et al. 2007, 2008), which are subject to formal evaluation criteria (Prochner et al. 2022).
The strength of this approach lies in its distinctive capacity to draw from a diverse range of disciplines to explore innovative concepts, applications, and hypotheses, as well as address ‘wicked problems.’
Its synthetic perspectives proffer forms of understanding that diverge from traditional analytic approaches. Furthermore, RtD yields artifacts that serve as ‘theory nexus,’ instigating the development of new theoretical frameworks and promoting the proliferation of theory, rather than pushing towards its convergence.
Additionally, within her paradigm of “generic epistemology” Schmid foregrounds the construction of artifacts (Schmid et al. 2014). This paradigm, which is concerned with contemporary post-disciplinary objects (Schmid 2015), underlines the synthesis and making processes inherent to design, which entail “a mode of reasoning that produces the new” (Schmid 2018). This distinct mode of reasoning intrinsic to artifact construction not only generates new knowledge but also enables knowledge contributions not otherwise possible. Drawing from a diverse spectrum of disciplines and knowledge bases, design transcends the boundaries typically imposed by single disciplines or philosophies (Schmid 2018; Schmid et al. 2014). This underscores the unique potential of design to the broader epistemological landscape.
For game studies, given the presence of design-informed or design-based investigations, as well as the position of design parallel to and jointly with ‘studies’ literacies in videogame-related education, we can presume that the formalization of game design research is only a matter of time. The question at hand is in what relation or proximity to game studies?
To return to the question of media and means of research in game studies contributions, that of the videogame prototype itself is a logical candidate, not only by extrinsic methodologies but also by existing practices in the field. The recent “playable essay” by Juul (2021), is a foreseeable publication format to look forward to, as well as a prime example of how game design (synthesis) and studies (analysis) methods can work hand in hand (Coulton et al. 2017; Waern et al. 2015; see also Brown 2022a).
Furthermore, as previously discussed, the odds of such an ‘epistemological update’ to enrich and unite the expanding research landscape are promising.
The inquiry into media published in the past 20 years of the GSJ provides some qualitative insights into the means of argumentation and communication within the habitus of the journal as a relatively open interdisciplinary community. From this vantage point, the considerable work produced in this timespan parallel to the establishment of the field appears to mostly adhere to conventions of traditional scholarship. This is to an extent consequential to the difficulties of establishing a new interdiscipline. Nevertheless, it is arguably also disproportionate compared to the boldness of the game studies project and the specificity of the novel media-rich phenomenon of study.
Notwithstanding, for the now-adult game studies entering its third decade, conformism to extraneous conventions need not be the case. Rather, a renewal of its vows and re-examination of the tradition cultivated so far are more pressing imperatives for enabling its future. For one, the case of design as a binder and “powerful nexus” to unite the multiple aspects of the videogame phenomenon into a “single discipline” (Aarseth 2001) or “fuzzy set” (Aarseth 2015), is pending at the gates for the new generations of game studies – those not coming from “somewhere else” (Aarseth 2001) – to pioneer.
Eventually, the question remains: “how do we trust each other, when we don’t share the same methods?”
While the architecture school model might provide a useful precedent to conceive the future, for an interdisciplinary field birthed after post-modernism devoted to the study of a “contemporary object” (Schmid 2015), there likely is no answer or existing schema to prescribe to, besides the road it paves for itself. In that, perhaps the guiding principle is what Derrida (2001) discussed for the unconditional humanities of tomorrow: faith.
I want to thank Petros Koutsolampros and Andreas Kelemen for their assistance with coding and data visualization; Miro Roman for his help with a proof-of-concept image scraper developed in Mathematica; and Yoon Han, Dooley Murphy, Ed Morrell, Luis Vega, and Bassam El Baroni for their generous comments.
I am thankful to the anonymous reviewers of the Game Studies Journal for their constructive feedback on an earlier version of this paper.
I am particularly grateful to Stefano Gualeni for his insightful feedback and encouragement.
———. 2003. “Playing Research: Methodological Approaches to Game Analysis.” In Proceedings of the Digital Arts and Culture Conference, 28–29. Melbourne: spilforskning.dk.
Almeida, M. S. O., and Silva, F. S. C. da. 2013. “A Systematic Review of Game Design Methods and Tools.” In Entertainment Computing – ICEC 2013, edited by Junia C. Anacleto, Esteban W. G. Clua, Flavio S. Correa da Silva, Sidney Fels, and Hyun S. Yang, 8215:17–29. Berlin, Heidelberg: Springer Berlin Heidelberg. www⁄https://doi.org/10.1007/978-3-642-41106-9_3.
Backe, H.-J. 2021. “The Aesthetics of Non-Euclidean Game Spaces.” In Game | World | Architectonics: Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception, edited by Marc Bonner, 153–67. Heidelberg: Heidelberg University Publishing. www⁄https://doi.org/10.17885/heiup.752.
Björk, S., and Holopainen, J. 2004. Patterns In Game Design. Hingham, Mass: Charles River Media.
Bogost, I., Ferrari, S., and Schweizer, B. 2010. Newsgames: Journalism at Play. Cambridge, Mass: MIT Press.
Boluk, S., and LeMieux, P. 2017. Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Electronic Mediations 53. Minneapolis: University of Minnesota Press. www⁄https://manifold.umn.edu/projects/metagaming.
Bourdieu, P. 1990. “Structures, Habitus, Practices.” In The Logic of Practice, translated by Richard Nice, 52–65. Stanford, California: Stanford University Press. www⁄https://books.google.com?id=YHN8uW49l7AC.
Butt, M.-A., De Wildt, L., Kowert, R., and Sandovar, A. 2018. “Homo Includens: Surveying DiGRA’s Diversity.” Transactions of the Digital Games Research Association. 4 (1): 66–104. www⁄https://doi.org/10.26503/todigra.v4i1.85.
Carter, M., Gibbs, M., and Arnold, M. 2015. “The Demarcation Problem in Multiplayer Games: Boundary-Work in EVE Online’s eSport.” Game Studies. 15 (1). www⁄http://gamestudies.org/1501/articles/carter.
Coulton, P., and Hook, A. 2017. “Games Design Research Through Game Design Practice.” In Game Design Research: An Introduction to Theory & Practice, edited by Petri Lankoski and Jussi Holopainen, 169–202. Pittsburgh, PA: Carnegie Mellon University: ETC Press. www⁄https://press.etc.cmu.edu/books/game-design-research.
Derrida, J. 2001. “The Future of the Profession or the University Without Condition (Thanks to the ‘Humanities,’ What Could Take Place Tomorrow).” In Jacques Derrida and the Humanities: A Critical Reader, edited by Tom Cohen, 24–57. Cambridge University Press. www⁄https://books.google.com?id=yoRKMwsOjwsC.
Dormans, J. 2012. “Engineering Emergence: Applied Theory for Game Design.” Doctoral Thesis, Amsterdam: University of Amsterdam. www⁄https://hdl.handle.net/11245/1.358623.
Edgerton, S. 1985. “The Renaissance Development of the Scientific Illustration.” In Science and the Arts in the Renaissance, edited by John William Shirley and F. David Hoeniger, 168–97. Plainsboro, NJ: Associated University Presses.
Franklin, J. 2000. “Diagrammatic Reasoning and Modelling in the Imagination: The Secret Weapons of the Scientific Revolution.” In 1543 and All That: Image and Word, Change and Continuity in the Proto-Scientific Revolution, edited by Guy Freeland and Anthony Corones, 13:53–115. Studies in History and Philosophy of Science. Dordrecht: Springer Netherlands. www⁄https://doi.org/10.1007/978-94-015-9478-3.
Gaver, W. 2012. “What Should We Expect from Research Through Design?” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 937–46. Austin Texas USA: ACM. www⁄https://doi.org/10.1145/2207676.2208538.
Gualeni, S. 2015. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer. Houndmills, Basingstoke, Hampshire ; New York, NY: Palgrave Macmillan.
———. 2016. “Self-Reflexive Videogames: Observations and Corollaries on Virtual Worlds as Philosophical Artifacts.” G|A|M|E Games as Art, Media, Entertainment. 1 (5). www⁄https://www.gamejournal.it/?p=2903.
———. 2018. “A Philosophy of ‘Doing’ in the Digital.” In Towards a Philosophy of Digital Media, 225–55. Houndmills, Basingstoke, Hampshire ; New York, NY: Palgrave Macmillan, Cham. www⁄https://doi.org/10.1007/978-3-319-75759-9_12.
Günzel, S. 2008. “The Spatial Turn in Computer Game Studies.” In Future and Reality of Gaming, 147–56. Vienna: Braumüller.
Hunicke, R., LeBlanc, M., and Zubek, R. 2004. “MDA: A Formal Approach to Game Design and Game Research.” In Proceedings of the AAAI Workshop on Challenges in Game AI, 4:1722. 1. San Jose, CA.
Jakobsson, M. 2003. “A Virtual Realist Primer to Virtual World Design.” In Searching Voices: Towards a Canon for Interaction Design, edited by Pelle Ehn and Jonas Löwgren. Studies in Arts and Communication 01. Malmö: School of Arts and Communication, Malmö University.
Jenkins, H. 2005. “Games, the New Lively Art.” In Handbook of Computer Game Studies, edited by Joost Raessens and Jeffrey Goldstein, 175–89. Cambridge, Mass: MIT Press.
Juul, J. 2004. “Jesper Juul: Time To Play.” In First Person: New Media as Story, Performance and Game, edited by Noah Wardrip-Fruin, 131–42. Cambridge, Mass.: MIT Press. www⁄https://www.jesperjuul.net/text/timetoplay/.
———. 2021. “The Game of Video Game Objects: A Minimal Theory of When We See Pixels as Objects Rather Than Pictures.” In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 376–81. Virtual Event Austria: ACM. www⁄https://doi.org/10.1145/3450337.3483449.
Khaled, R., and Barr, P. 2023. “Generative Logics and Conceptual Clicks: A Case Study of the Method for Design Materialization.” Design Issues. 39 (1): 55–69. www⁄https://doi.org/10.1162/desi_a_00706.
Khaled, R., Lessard, J., and Barr, P. 2018. “Documenting Trajectories in Design Space: A Methodology for Applied Game Design Research.” In Proceedings of the 13th International Conference on the Foundations of Digital Games, 1–10. Malmö Sweden: ACM. www⁄https://doi.org/10.1145/3235765.3235767.
Kultima, A. 2015. “Game Design Research.” In Proceedings of the 19th International Academic Mindtrek Conference, 18–25. Tampere Finland: ACM. www⁄https://doi.org/10.1145/2818187.2818300.
Melcer, E. F., Nguyen, T.-H. D., Chen, Z., Canossa, A., El-Nasr, M. S., and Isbister, K. 2015. “Games Research Today: Analyzing the Academic Landscape 2000-2014.” In Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015). www⁄http://www.fdg2015.org/papers/fdg2015_paper_41.pdf.
Prochner, I., and Godin, D. 2022. “Quality in Research Through Design Projects: Recommendations for Evaluation and Enhancement.” Design Studies. 78 (January): 101061. www⁄https://doi.org/10.1016/j.destud.2021.101061.
Robinett, W. 2006. “Adventure as a Video Game: Adventure for the Atari 2600.” In The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman, 690–713. Cambridge, Mass: MIT Press.
Salen, K., and Zimmerman, E. 2003. Rules of Play: Game Design Fundamentals. Cambridge, Mass: The MIT Press.
———. 2018. “The Philosophical Underpinnings of Design Theory.” In Advancements in the Philosophy of Design, edited by Pieter E. Vermaas and Stéphane Vial, 415–30. Design Research Foundations. Cham: Springer International Publishing. www⁄https://doi.org/10.1007/978-3-319-73302-9_19.
Tylén, K., Fusaroli, R., Bjørndahl, J. S., Raczaszek-Leonardi, J., Østergaard, S., and Stjernfelt, F. 2014. “Diagrammatic Reasoning: Abstraction, Interaction, and Insight.” Pragmatics & Cognition. 22 (2): 264–83. www⁄https://doi.org/10.1075/pc.22.2.06tyl.
Waern, A., and Back, J. 2015. “Experimental Game Design.” In Game Research Methods, edited by Petri Lankoski and Staffan Björk, 341–53. Pittsburgh, PA, USA: ETC Press.
Walk, W., Görlich, D., and Barrett, M. 2017. “Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design.” In Game Dynamics, edited by Oliver Korn and Newton Lee, 27–45. Cham: Springer International Publishing. www⁄https://doi.org/10.1007/978-3-319-53088-8_3.
Zimmerman, J., Forlizzi, J., and Evenson, S. 2007. “Research Through Design as a Method for Interaction Design Research in HCI.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 493–502. San Jose California USA: ACM. www⁄https://doi.org/10.1145/1240624.1240704.
Notably, such media are missing from contributions related to the “spatial turn” (see Günzel 2008 and referenced contributions). ↩︎
See the 20th anniversary editorial of GSJ discussing the founding editors’ lack of publishing experience, the desire to create an online journal in the model of the earlier Postmodern Culture journal, and the journal’s dependence on volunteer labor (Aarseth 2021). ↩︎
“Portable Document Format” (PDF); royalty-free standard controlled by Adobe. ↩︎
To give an example from the Nordics – where game studies is more likely to be an accredited field of research – the Publication Forum of the Finnish scientific community (JUFO) lists the GSJ as a “leading” publication with a score of two out of three. For comparison, the only other venues accredited in this channel from those mentioned here, are the Eludamos journal, the DiGRA conference and ToDiGRA journal with a score of one, while the journals GAME, Loading, and Press Start are listed with a zero score. Only Games and Culture (of Sage) is ranked higher with a score of three. See www⁄www.tsv.fi/julkaisufoorumi/haku.php. Accessed January 27, 2023. ↩︎
This is regardless of whether the actual papers themselves are accessible to the researcher via institutional subscription, in case they are not open access. ↩︎
To the author’s best of knowledge, with the exception of GSJ, the few established games studies venues publish in A4-type PDF format. Such cases include the journals www⁄TODiGRA, www⁄Eludamos, www⁄Loading and www⁄Press Start – as well as non open access ones, published for example by Sage. The same is the case for the published proceedings or manuscripts of DiGRA and the Philosophy of Computer Games conference. An exception is www⁄GAME journal published both in PDF and in website form. ↩︎
The paragraph in question from the latest submission templates for both DiGRA and ToDIGRA adds: “However, the paper should stand on its own without such media, as they may not be available to everyone who reads the paper” (www⁄CALL FOR PAPERS DIGRA 2023 and www⁄ToDIGRA author guidelines). Nevertheless, to our best of knowledge, no such artifacts are archived in the DiGRA library. ↩︎
95% of all images found in GSJ are under 200KB. Image size limitations are likely a legacy term originating in the journal’s foundation in 2001, intended for accessibility or facilitation of on-demand printing. Nevertheless, in rare cases GSJ contributions host click-to-enlarge images (see Galloway 2004). ↩︎
As discussed in the next section, the journal’s policy regarding hyperlinks (click-able URLs) is unclear. Its guidelines only ask to verify URLs, and do no discuss hyperlinks, while a note on “Internet Addresses” does not hyperlink its examples (see endnote 10). ↩︎
Both Unity and Unreal Engine (game engines that currently account for the majority of the game development market share including indie development; royalty-free for non-commercial applications), can compile into HTML5 format that can be embedded in websites. For an example from academic scholarship see the videogame artifact developed as part of a contribution by Juul (2021). See also Brown (2022a) ↩︎
For specific issues with the structure of the GSJ website and how they were tackled in this inquiry see source code annotations. Examples of these include lack of HTML structures to identify paper metadata (i.e. title, authors, abstract, date, and keywords; although not necessary for the present inquiry), which also impair citation retrieval tools that work for some but not all entries of the journal; inconsistent formatting of entry pages; changing norms in journal URL conventions (from 2006); various HTML formatting errors; mistyped or erroneous external links; and occasional omissions of keywords. ↩︎
Distinctions between entry types (e.g. editorials, book reviews, and peer-reviewed papers) are only stated at the level of a journal issue, and can be deduced through reading only – not by metadata classification, keywords, or entry title. Only ‘Call for Papers’ entries were consistently marked and were filtered out. ↩︎
The table category is rather problematic for the GSJ. Tables are found both as HTML-formatted ones and also as rasterized images. The latter case is presented in the following section on image classification. ↩︎
The spreadsheet used for the classification is provided with this contribution as well as the source code to generate, load, and visualize alternative classifications. ↩︎
Hyperlinks are text segments associated with an external link via HTML. The URLs collected where stripped to obtain the base website, with common such patterns matched across entries. This does not include cases where a URL appears as plain text. ↩︎
“Digital Object Identifier” (DOI) handles to published material. ↩︎
Excluding the three mentioned exceptions with non-printable media, all other entries (98%) could practically be reproduced in a conventional academic publishing template. ↩︎
To give an example, computer games are mentioned as “not one medium, but many different media” in the first editorial of the GSJ (Aarseth 2001). ↩︎
For examples of classic oft-quoted publications by game designers see the works of Chris Crawford, Katie Salen and Eric Zimmerman. Transactions with design are not uncommon for the GSJ either. In addition to published interviews with game designers, there is at least one case that provides visual documentation and discussion of a game development process (see Stone 2018). ↩︎
The domain-bridging capacity of design is corroborated by Martin (2018). ↩︎
Aarseth’s bias against design and mentions of its ‘underdeveloped theory’ can also be observed in casual remarks from a keynote presentation where he commented the following: “game design is really dangerous, [it] has the nice position of being in the middle. Everybody can relate to game design […] So even if game design doesn’t have a lot of strong theory, they have a very strong practical position in this field. Therefore, you have a lot of power […] That’s why I am afraid of you” (transcript from Aarseth 2014, 22:00). Additionally, the only related mention in the journal’s first editorial frames design within “technical design aspects” (Aarseth 2001). ↩︎
It is outside of the scope of this article to argue for the heritage of design discourses. For extensive discussions of design research for the context of game studies see Stenros and Kultima (2018), and Lankoski and Holopainen (2017). ↩︎
For “playable philosophy” videogames see www⁄gua-le-ni.com/games, and for related literature see Gualeni (2015, 2016, 2018). Accessed January 29, 2023. ↩︎
For videogames by Barr see www⁄https://pippinbarr.com/games/, and for discussions of his practice see Khaled and colleagues (2018; 2023). Accessed January 29, 2023. ↩︎
See also Crawford’s other pioneering initiatives into game design discourse such as the Journal of Computer Game Design, a subscription magazine founded in 1987, renamed to Journal of Interactive Entertainment Design in 1993 and disbanded in 1996 (partly archived in www⁄http://www.erasmatazz.com/library/the-journal-of-computer/index.html. Accessed January 30, 2023), through which he initiated the Game Design Symposium in 1988, that evolved into the Game Developers Conference. ↩︎
For the videogame counterpart of the “playable essay see www⁄www.jesperjuul.net/text/gameofobjects.” Accessed January 9, 2023. Note that the artifact is not archived by the publication venue but by the author. ↩︎
This project implements Sandpoints, an open source framework for open and collaborative publishing. It is developed by www⁄Marcell Mars since 2019, and built as a theme for the static website builder www⁄Hugo. Both Hugo and Sandpoints are free, open source, and cross platform, and are developed in the programming language Go.
Key features:
Sandpoints is an open infrastructure project: it hosts open access content; it is fully open source; it relies on open source components and libraries; and allows for workflows using free and open source tools.
Sandpoints requires no programming. Content is added with article⁄Markdown files, which are easy to read, write, and edit, and organized in folders by type. Creating new content and compiling a website project are done with simple terminal commands, or via an online interface.
Sandpoints implements hypertext, including backlinks (bidirectional hyperlinks), and allows non-linear content traversal, for example via browsing ⁄internal, external, and back links, as well as ⁄keywords.
Sandpoints is structured around a triadic hierarchy, here this is Journal>Issue>Article.
Collaboration, version control, and backup are achieved via Git.
Sandpoints projects are fully portable. They can be copied on a USB stick and viewed offline.
Sandpoints can generate printable and interactive PDFs for its content (for individual entries, issues, or all the content (see article⁄Print and Cite) .
Sandpoints allows the integration of a library catalogue. The library is accessible at ⁄Library, or by pressing the red icon at the top-right corner of any page.
Sandpoints was first implemented in Issue 7 of the Journal Dotawo (2020).
The use of Sandpoints in academic research publishing was discussed in the editorial of that issue by Van Gerven Oei:
Starting with the present issue, Dotawo will design and publish its content via the www⁄Sandpoints platform. Dotawo contributions are formatted in www⁄Markdown syntax, thus moving away from proprietary software such as Microsoft Word and Adobe InDesign. For collaboration and version-control we employ www⁄Git rather than Google Drive or Dropbox. The online issue is created via www⁄Gitea and www⁄Hugo, which take the Markdown files from the Git repository and generate a static website from them. The result is a compact and fast website, which moreover can also be used offline. Also the typography of Dotawo is now based on open fonts. The journal is typeset in www⁄Gentium, which is released under an www⁄SIL Open Font License. The PDF output is generated by www⁄PagedJS […]. In short, all of the software used in the creation of Dotawo is now open source. Although this process demands a certain amount of flexibility of the editors, it also shows that transitioning an open access journal to open infrastructure is not only possible but also feasible.1
For an extended description of Sandpoints see www⁄Sandpoints Portfolio (sandpoints.org), which includes descriptions of its implementation in different projects, and related bibliography.
See also
Valeria Graziano, Marcell Mars, Medak Tomislav, Yiannis Colakides, Marc Garrrett & Inte Gloerich, 2019. bib⁄Learning from Syllabus. Institute of Network Cultures..
Sandpoints will dynamically generate a printable PDF – larger collections, might need a few seconds for typesetting the document and populating the table of contents.
In Chrome go to Print (or press Ctr+P or Cmd+P).
Select ‘Save as PDF’
Click Save, and set filename and location in the pop-up dialogue.
Note: embedded media such as videos are not included in PDFs.
Get citation metadata using www⁄Zotero Connector. Navigate to any article and click on the Zotero Connector icon (which should resemble an article). This will add an entry to your Zotero database including:
This project includes a working group library. The library catalogue archives readings, syllabi, and artifacts related to its research agenda. To access and browse the library go to ⁄library or click the red icon at the top right corner of the page. The library features two view modes, by cover (default), and as list.
The library can host various digital documents besides eBooks (pdf, epub, mobi, etc.), including video and audio files as well as compressed (zip) files of executables and playable artifacts. Each library entry, besides bibliographic metadata includes keywords sorting and browsing items by taxonomy.
Library items can be cited and referenced in entries of this project, for example:
Stefano Gualeni, Nele Van de Mosselaer, Diego Zamprogno, Rebecca Portelli, Eva Škerlj Prosen & Costantino Oliva, 2021. bib⁄Doors [playable artifact]. Stefano Gualeni.
No fixed length, however, the journal encourages contributors to submit articles up to 8.000 words. In case your submission exceeds this limit please provide a concise statement why this is necessary.
Note: to view the full resolution version of an image (web version), right click on an image and select “Open image in new tab”. Note also that the text of the SVG graphic is selectable.
a word processor file such as DOCX or ODT (anonymized metadata), or
a Markdown file (with compiled references or together with a bibliography file (.bib)
A folder with all linked graphics in full resolution (e.g. graphics/).
Provide necessary artifacts either:
via link to a drive or repository, or
include them in full as separate zip files.
Checklist:
The article has been proof-read.
Consistent use of language (US/UK English).
Graphics and other file attachments are included in a subfolder.
Article wordcount, excluding bibliography and footnotes, does not exceed 8.000 words. If it does, include a brief statement to justify why this is necessary.
Markdown is an open standard for a flexible, human-readable, lightweight mark-up language for formatting text. It was developed by John Gruber and the late Aaron Swartz, and released in 2004. Markdown files have the extension ‘.md’ and consist of plain text, therefore they can be opened, edited and read using any text editor, rudimentary or otherwise.
Since its release in 2004 Markdown has been adopted widely for multiple applications – for example by GitHub (for repository readme files), by R (as R Markdown), for note-taking and collaborative writing applications (e.g. Obsidian, hackmd.io, Zotero, Nextcloud), for chat applications (e.g. Element), and also by static website frameworks (e.g. Hugo and Jekyll).
Although one can read and write Markdown using a basic notepad, it is recommended to use a text editor with Markdown support such as www⁄Obsidian, or www⁄Visual Studio Code. For an online Markdown editor see www⁄hackmd.io.
Markdown documents can be converted to multiple other document formats. Tools like www⁄Pandoc allow working with and compiling bibliographic references, and can render Markdown files into pdf, docx, txt, html, epub, and many other file formats (see article⁄Markdown bibliographic referencing workflow).
The following demonstrates how to write in Markdown and shows how Markdown is rendered by this website.
For external resources on Markdown see the §⁄Notes section.
Headings make use of the hashtag character, as follows:
# Heading
## Sub-heading
### Sub-sub-heading
Note that a space is required between the hashtag character and the header text. For creating links to specific headings of the same document see §⁄internal links
Markdown bullet lists use the dash/minus symbol as in:
- bullet 1
- bullet 2
- sub-bullet 2.1
Numbered lists start with a number followed by a period as in:
1. List item 1,
2. List item 2,
1. Sub-item 2.1
Bullet list appearance:
bullet 1
bullet 2
sub-bullet 2.1
Numbered list appearance:
List item 1,
List item 2,
Sub-item 2.1
Note that both cases require a space before the list item text.
To add depth, add two spaces or a tab in a subsequent list item.
Lists should not have empty lines between items.
This is a blockquote. Block quotes should be used when the quoted text is 40 words or more. Otherwise use in-line quotes. In all cases quotes are followed by a reference (Author et. al 2010).
Blockquote formatting:
> This is a blockquote. Block quotes should be used when the quoted text is 40 words or more. Otherwise use in-line quotes. In all cases quotes are followed by a reference (Author et. al 2010).
Inline quotes:
For shorter quotes, use inline quotes, between “quotation marks” and should be followed by a reference (Author 2015).
Note that:
If you emphasized some text yourself you need to mention that in the reference (Author et al. 2010; emphasis mine).
Or if your quote includes an emphasis found in the original (Author et al. 2020, emphasis in original).
If your inline quote includes a world
[how to mention ’et al.’ : Author and colleagues or Author et al.?]
[example of normal in-line quote]
[omitting author from ref] Discussing x, Author described that “this is a good case of” (2010).
 This is a SVG vector image.")
 This a PNG raster image.")
Appearance:
Figure 1: Sample illustration in SVG (vector format).
Figure 2: Sample illustration in PNG (raster format); exported from Illustrator: type-optimized, transparent background, size x3.
Note: to view the full resolution version of an image, right click on an image and select “Open image in new tab”.
| Header 1 | Header 2 | Header 3|
|--|--|--|
| This | is | a|
| table | with | content.|
Table appearance:
Header 1
Header 2
Header 3
This
is
a
table
with
content.
Note: The number of dashes in the second row, as well as the white space inside individual cells are arbitrary, and can modified to make the table more easily readable while writing/editing.
Note: Do not omit the http:// or https:// part of the URL.
2.9.2. Internal links to sections of the document ¶
Links to headings or subheadings of the same document use a syntax similar to hyperlinks. There are two ways to create such links. The recommended way is to assign a custom id to a heading, and use that custom id as a the destination of the link:
To assign an id to a heading, follow the example below (where myheading-id is a placeholder):
## This is a Subsection {#myheading-id}
To create a link to that section use the syntax:
[go to my subsection](#myheading-id)
For example, the section “Headings and subheadings” above, has the id headings:
## Headings and subheadings {#headings}
To link to that heading via id follow the syntax: [go to Headings section](#headings), which appears as §⁄go to Headings section.
The second, suboptimal and more laborious way to create document-internal links is to convert a heading title to a destination. Example:
To link to the heading:
### My Heading Title
Follow the syntax:
[Link caption](#my-heading-title)
As follows, to link to the first section of this entry with heading, as in:
# What is Markdown would be: [go to 'What is Markdown'](#what-is-markdown), which will appear as: §⁄go to ‘What is Markdown’.
Note that linking to headings via custom ids is much more reliable, since heading titles can change anytime, thus causing a link-by-title to break. Furthermore, heading titles can be quite long which is impractical and can also result in mistyped link destinations. Note also that broken links are not detected: e.g. §⁄this is an internal link to an inexistent heading.
The syntax for inserting a footnote is [^key], where key can be arbitrary. The content of the footnote can be placed anywhere in the document, and follows the syntax [^key]: Footnote content.
Here is a sentence with a footnote.1 Footnotes are placed after a period or comma, like here.1 Footnotes can be reused, and Sandpoints will generate dynamic backlinks to all mentions of the same footnote.1
Formatting:
Here is a sentence with a footnote.[^fn]
[^fn]: This is the text of a footnote, used 3 times.
Library items can be referenced inside entries of this website.
To reference a library item inside a Markdown entry of this project do:
.
Where the-book-id is a placeholder for the unique id of a library item (in the style of 625e5562-38bc-4497-adaa-5142ef810c4a). To get the id of an item, go to the ⁄Library, find the item you want to reference, and copy the last part of it’s URL after .../book/.
Note: the formatting convention  will automatically generate a bibliographic citation (as in the example above). To use a custom text associated with a library reference add some text in the square brackets of the link as in .
Code blocks are segments that ignore Markdown formatting, and will be compiled verbatim.
For inline code blocks enclose text within backticks, as in:
'inline code block'
that will appear as:
inline code block
For multiline code blocks enclose text between two sets of triple backticks ( ``` ).
code blocks will ignore markdown formatting, e.g.
![]() ## ** {{}} [^footnote]
2.12. Embedded content [THIS WE NEED TO TALK ABOUT]¶
Hugo can embed a range of different media via shortcodes (see www⁄Hugo shortcodes). Note that embedded media cannot be exported to PDF or printed.
More importantly, embedded content could disappear any time. To properly archive media it is recommended to add such items to the ⁄Library, and refer to them via a link – this can be facilitated by editors.
YouTube, and Vimeo videos can be easily embedded using video ids (the last bit of their URLs). Examples:
Video 1: Video caption.
Video 2: Video caption.
Formatting (note: remove * characters):
{{*< youtube UEoDJ1v6U6U >*}}
<figcaption>Video 1: Video caption.</figcaption>
{{*< vimeo 55073825 >*}}
<figcaption>Video 2: Video caption.</figcaption>
abstract⁄This article outlines a workflow for incorporating bibliographic citations/references in Markdown documents, and exporting new documents with compiled bibliographies according to specific citation styles. All tools involved in this pipeline are free, open source, and cross platform.
This guide outlines a workflow for incorporating bibliographic referencing (citations and references) in article⁄Markdown documents. The general idea is incorporating citation keys from a bibliography in a Markdown document, and then rendering citations and references by generating a new document against a bibliographic collection (bib file), and a citation style (csl file).
The steps described in the following are:
Installing required tools and software;
creating and exporting a bibliography collection with www⁄Zotero;
using citation keys in a Markdown document;
getting a citation style file;
exporting new documents (e.g. PDF, DOCX, MD, etc.) with www⁄Pandoc, where citations and bibliographic references are formatted as per any specific citation style.
All tools involved in this workflow are free, open source, and cross-platform.
Note: A citation is used in the body of the text to refer to some external source. A reference is placed in the “References” or “Bibliography” section of the document providing the full information for a citation. Citations and references are formatted according to a citation style.
For example, for an ‘author-year’ citation style like Chicago in-text citations look like: Khaled et al. (2018), or (Khaled et al. 2018). According to the same citation style, the reference for that citation is:
Khaled, Rilla, Jonathan Lessard, and Pippin Barr. ‘Documenting Trajectories in Design Space: A Methodology for Applied Game Design Research’. In Proceedings of the 13th International Conference on the Foundations of Digital Games, 1–10. Malmö Sweden: ACM, 2018. www⁄https://doi.org/10.1145/3235765.3235767.
www⁄Zotero – free and open source cross platform citation management software.
www⁄Better Bibtex – “an extension for Zotero … that makes it easier to manage bibliographic data, especially for people authoring documents using text-based toolchains (e.g. based on www⁄LaTeX / www⁄Markdown”).
www⁄Pandoc – “universal document converter”; command line tool for converting between different document formats (e.g. Markdown, PDF, DOCX, epub, etc.), and compiling bibliographic references.
Pandoc is a command line tool that can be installed via a downloadable installer or through the terminal (see www⁄Installing pandoc).
To check if pandoc is installed, and which version is installed, open a terminal and do:
pandoc --version
If pandoc is not recognized as a valid command, go ahead and install pandoc. Otherwise, upgrade pandoc to the latest release.
To upgrade www⁄Pandoc, if it was installed via an installer, download and run the latest installer.
If it was installed via terminal, it can be upgraded with a single command.
For Windows:
choco upgrade pandoc
For macOS:
brew upgrade pandoc
Verify the version of your Pandoc installation with the command:
This section outlines how to create a bibliography collection in Zotero and export it to a bib file.
In Zotero, create a new collection (titled say mycollection).
Add to your collection all items you want to reference (by drag and drop to collection, or right click > Add to Collection).
With www⁄Zotero and www⁄Better Bibtex installed, each entry in your Zotero database should have a unique citation key displayed at the top of its Info section (image below). Use this key as in @key (or @khaled2018) to cite this item in your Markdown document (§⁄further instructions below).
To export your reference collection, select the collection, right-click > Export Collection, select Better BibLaTeX (uncheck all options; background export optional):
Save your collection (e.g. mycollection.bib). The resulting file is a dictionary of citation keys, each with its own citation metadata (you can preview the file with a text editor).
Notes:
In case you modified your Zotero collection (e.g. added/removed items or edited existing items), re-export the collection and overwrite the previous bib file.
Opt for the BibLaTeX export format. The BibTeX export format will omit URLs associated with an entry!
The format of citation keys can be changed in the www⁄Better Bibtex preferences (Zotero: Tools > Better BibTex > Open preferences). The format used in this example is auth.lower+year.
To add a citation in a Markdown file, just prefix a citation key (from Zotero) with the @ sign, as in @khaled2018.
Eventually, as described in the following steps, when the document is compiled (against a bibliography and a citation style), citation keys will be rendered according to the specified citation style, and a bibliographic reference will be added to the bibliography section of the document, per each unique cited document.
For author-year type citation styles:
To add parentheses to a reference use square brackets, as in [@khaled2018] –> “(Khaled et al. 2018)”)
For citing multiple sources at once separate keys with semicolons, as in [@khaled2018;@graziano2019] –> “(Khaled et al. 2018; Graziano et al. 2019)”
To supress the author name (in author-date citation styles) do [-@khaled2018] eg. “According to Khaled and colleagues [-@khaled2018]” will render as “According to Khaled and colleagues (2018)”)
To add a page or a note before or after a citation do [see @graziano2019, p.125] –> (see Graziano et al. 2019, p.125)
www⁄Zotero includes a few CSL files for popular citation styles. These are located in the styles directory of the Zotero Data Directory (Zotero > Edit > Preferences > Advanced > Show Data Directory).
Zotero features a citation style editor (Tools > Style Editor), for modifying existing citation styles if needed.
The next step is to gather all required files that will be used to compile a new document (Markdown document, citation style, and bibliography files) and make a note of their file paths.
In addition, make sure that the path of any image referenced in the Markdown document is correct.
Good practices:
Gather your Markdown document, bibliography, and CSL files in the same directory, e.g. /mydocument/.
Place images inside a subdirectory, e.g. /mydocument/graphics/
Make a subdirectory for exporting documents e.g. /mydocument/export/
Avoid using spaces in directory or file names.
It is recommended to write down these paths either in a comment section inside your document, or in a separate text file, as in:
File paths can be either absolute (e.g. c:/users/me/some-folder/some-file.md), or relative (e.g. /some-folder/some-file.md). However, for relative paths pandoc commands will need to be executed from the base directory of these relative paths.
An easy way to get the absolute path of a file or directory, is to drag and drop it into a terminal, then select the path that will appear, right click, and copy.
Enclosing file paths within “quotes” is optional. However, doing so can bypass the need for escape characters in cases where file or directory names contain spaces.
to test that your Markdown document is in order do (this will not compile the bibliography):
For docx export:
pandoc "/path/to/mydocument/my-article.md" -o "/path/to/mydocument/export/my-article.docx"
or for pdf export:
pandoc "/path/to/mydocument/my-article.md" -o "/path/to/mydocument/export/my-article.pdf"
or for Markdown export:
pandoc "path/to/my-article.md" -o "/path/to/export-document.md" --atx-headers --strip-comments --wrap=preserve -t markdown_mmd --standalone
8. Compile document with bibliographic references¶
To compile a new document including citations and bibliography add the options:
Pandoc option
Description
--citeproc
option for rendering citations/references
--csl
option to specify citation style, followed by the path to the CSL file
--bib
option to specify bibliography followed by the path to the bib file
preserve line wrapping (by default pandoc will introduce line breaks)
-t markdown_mmd-citations
-t (to) for specifying output format; markdown_mmd-citations for markdown_mmd format with citations (by default Markdown exports don’t render citations/bibliography)
Pandoc will not compile in case of errors. Some common errors include:
missing/wrong citation keys: www⁄Pandoc will list all citation keys that were not found in the supplied bibliography file. Correct any potential citation key misspellings, or recompile your bibliography collection to include the missing citations.
file not found: check file paths
cannot write/open file: Pandoc is not able to overwrite files (such as PDF or DOCX) while they are open by other software.
Additional options can be added to this command pattern to specify export parameters. Here is a brief list of some commonly used pandoc options (enclosing file paths inside quotation marks is optional):
Pandoc option
Description
-i "path/to/input/file.ext"
input file, followed by path to file including file extension (usually -i is omitted when input file is specified at the beginning of the command)
-o "/path/to/output/file.ext"
output file, followed by path to file, including file extension
By default, www⁄pandoc will insert the bibliography at the end of the document. To force the bibliography to render at a specific location if needed – for example before endnotes or appendix sections – add the following to the target location for your bibliography:
... article body ...
# Bibliography
::: {#refs}
:::
# Some other appendix
Lorem ipsum.
or
... article body ...
# Bibliography
<div id="refs"></div>
# Some other appendix
Lorem ipsum.
This project runs on Sandpoints, a module/theme for the static website builder www⁄Hugo.
Sandpoints is developed for free, open, and collaborative publishing using open-source infrastructure.
Content is organized with plain-text Markdown files, and collaboration/version control is managed via www⁄Git.
Thus, with the infrastructure in place, no programming is needed.
However, for managing and maintaining the site in a sustainable manner, as well as for processing/publishing submissions, some knowledge is required pertaining to how this infrastructure works and how it can be maintained; how to work with article⁄Markdown files; how to manage distributed collaboration via a version control system; and to adhere to agreed upon conventions.
This is an internal ‘issue’ (supposed to remain non-public, intended as a ’living document’), which contains the following ‘articles’:
Static websites serve a client a fixed HTML page according to a CSS and/or JavaScript files. Static websites require no dynamic processing or customizations to be performed by a server.
Thus, static websites are lightweight, robust, fast, and given that they are simple HTML, they are resilient to technological updates.
Static websites are also portable, meaning they can be stored, copied, and run via a USB stick.
Content in Hugo and Sandpoints is managed with Markdown files.
Markdown is an open specification for plain-text human readable files.
Markdown files can be opened and edited by any text editor.
It features extended hypertext functionalities that allow for non-linear content traversal, such as browsing entries by type, keywords, or §⁄backlinks.
All the content is open and listed at the ⁄sitemap (see also §⁄sitemap).
Content in Sandpoints is formatted in Markdown files, which are organized in subdirectories within the directory /root/content/.
Each subdirectory inside content/ is named after and corresponds to a specific content type.
This project features the following content types (and subdirectories):
Sandpoints supports a triadic hierarchy. This follows that content is organized, or parented according to a tree structure with a depth of three (entities). This project follows the scheme journal>issue>article (other examples to visualize this content are book>chapter>section, and ship>deck>room).
Lastly, print items are used to enable printing of any of the above elements (e.g. article, issue, or the whole journal ).
Note that the names of the basic triad elements are arbitrary. However:
they have to correspond to content folders (as in content/issue/),
they have to exist in the theme’s dictionary which pairs singular and plural versions of the item name, as in "article" : "articles".
This dictionary is located at:
Sandpoints projects feature a ⁄sitemap, that lists all published content (all content that is not marked as draft).
The sitemap is at the root URL of any given project.
The concept of backlinks was described in early speculations that informed hypertext (i.e. by Vannevar Bush and later Ted Nelson), but were not implemented the WWW.
According to these ideas, hyperlinks are bi-directional, which follows that a hyperlink is visible both in the document that features a link and also at the target document where the link is pointing to. The latter is a backlink. By this scheme, any document knows which other documents point to it.
The same concept is used by search engine algorithms, such as ‘page rank’ by Google, that function by creating an index of how many webpages link to a specific target website – or how many backlinks a given webpage has.
Sandpoints allows backlinks for selected items. These can be set at the config file, at the sandpointsMentionedIn array (see §⁄Sandpoints config file).

This will create a link to the target-article but it will also create a backlink – a mention of this link inside the target-article.
A link from this article to some other one, at the latter article will generate a backlink that would appear at the top right of the page (mentioned in this-article).
Screenshot 1: Backlink mention in a Sandpoints entry.
Backlinks (as well as external and internal hyperlinks) are catalogued at ⁄urls.
Sandpoint can generate printable and interactive PDFs for single entries, groups of entries (as in issues), and for all content. For PDFs containing more than one entry, Sandpoints will dynamically generate a table of contents.
For an extended description of Sandpoints see www⁄Sandpoints Portfolio (sandpoints.org), which includes descriptions of its implementation in different projects, and related bibliography.
This project runs on Sandpoints, a module/theme for the static website builder www⁄Hugo.
Content is organized with plain-text Markdown files. Collaboration/version control is managed via www⁄Git. The library is setup using www⁄Calibre and www⁄Accorder (for detailed instructions see article⁄Library management).
With the infrastructure in place, no programming is needed to maintain this project.
There are two main ways to manage and edit this site:
All modifications (edits or new items) are carried out as Git commits (Screenshot 2).
To edit an existing entry navigate to the entry and click EDIT_THIS from the preview site interface.
After finishing all necessary edits, add a commit message, and press Commit changes.
Screenshot 2: Sandpoints preview site; interface for editing entries (EDIT_THIS).
Making changes via a local clone of the site repository is recommended especially for larger scale edits, modifications of the site as well as for testing purposes. However, it has a slightly higher overhead and requires installing some software. The key benefits of making edits on a repository clone, over the preview page include:
Running a localhost server for previewing changes (before they are committed).
Making, and committing edits to multiple files concurrently (rather than editing entries individually).
Having a local copy of all modifications before they are committed.
Working with unpublished (draft) material.
Making edits using a Markdown editor, rather than a Git textbox.
a Markdown editor (e.g. www⁄Obsidian), or a code editor (e.g. www⁄VS Code) or other general text editor to view and edit Markdown files. For Obsidian, open the content folder as a vault.
a command line interface (CLI) terminal. Windows users can use PowerShell or Git Bash (included with a Git installation). macOS users can use the default Terminal app, or www⁄iTerm2.
a www⁄Git management tool. Experienced Git users can use a terminal. An easier workflow is to use a GUI Git software (e.g. www⁄Sourcetree), or the Git integration of www⁄VS Code.
To install www⁄Hugo for your system see www⁄Hugo installation guide – Hugo is installed via a package manager, e.g. Homebrew for macOS or choco for Windows.
To upgrade Hugo:
For Windows, if Hugo was installed with the choco package manager, open a terminal as administrator and do:
choco upgrade hugo
For macOS, if Hugo was installed with the homebrew package manager, open a terminal and do:
brew upgrade hugo
To check the version of your Hugo installation, do:
Assuming you have access to the project repository, which should have a URL in the form of https://github.com/fake-repo/repo.git
Using a terminal, go to a folder where you want to clone the repository (e.g. c:/users/me/ for Windows), and do:
git clone https://github.com/fake-repo/repo.git
This will download a copy of all the material of the repository placed inside a folder with the name of the repository (in this example c:/users/me/repo).
If inexperienced with www⁄Git, use a GUI tool like www⁄Sourcetree, that can visualize commits, and branches of the repository, and display file version differences between commits.
This site is automatically recompiled and updated by the server via Git commits. All commits that include the keyword !publish! will force the server to recompile the site taking into account the latest updates.
Hugo has three main ways of compiling/building a site:
Create a local real-time HTML server. This runs the site on a localhost server, that is accessible via browser on a URL like http://localhost:1313/. This is useful for testing, for performing and viewing various edits locally, before changes are made public. This, especially because the localhost site is updated in real-time against changes made in its content. Also, because it allows previewing and editing unpublished (draft) content. See §⁄Create a local HTTP server.
Compile a static HTML version of the site. The compiled site will be placed inside the directory /public/. The contents of this directory can be uploaded to a server (e.g. via www⁄FileZilla). See §⁄Compile site locally via Hugo.
Compile a portable and offline version of the site. This version of the site can be run and copied via a USB stick (for example). See §⁄Compile portable offline version.
Hugo allows running a localhost server which updates in real-time to follow any changes. To run a local server, navigate to the root folder of the cloned repository (by the previous example that would be cd c:/users/me/repo/), and do:
hugo server
To include all draft content in the localhost server, do:
hugo server -D
Hugo will start a local server (by default this is at http://localhost:1313/). The server will update with any change made to Markdown entries of the site, or to the theme.
Additional options for this command are:
--navigateToChanged -> automatically navigate to a page that is being edited.
Navigate to the root folder of the cloned repository via the terminal (by the previous example that would be cd c:/users/me/repo/), and do:
hugo
This will create (or overwrite) a directory named /public/ inside the root directory of the project.
The contents of /public/ can be uploaded to a file server (e.g. via FileZilla).
Note: To compile the site including draft content do: hugo -D (do not upload this version).
3.8.3. Compile portable offline version of the site¶
Hugo allows compiling portable versions of the site which can be copied and run on a USB stick (for example).
To render an offline portable version of the site, do:
hugo -e offline
This will also output the compiled site at /public/.
Sandpoints is designed to be integrated with a library. The library is accessible via the red button at the top right corner of any content page, or at ⁄Library . Key features of the library include:
library catalogue that can host various different file formats (e.g. ebooks, a/v media, and zip files; see §⁄populating the library);
catalogue search by Author, Title, or Tags;
presentation of library catalogue by book covers (default) or as list (select from top of the page);
basic item metadata as well as the Librarian’s description of every entry.
referencing library items in entries of this site via item id, and automating bibliographic citations.
For better library maintenance it is recommended to have single designated librarian.
The optimal way to contribute to the library is by submitting a bibliographic collection exported via Zotero (as described in §⁄Export bibliography collection). This can be easily integrated with the existing library by the managing librarian.
Assuming you have a Calibre library running, you can add items from a range of file formats supported both by Calibre and Accorder. These are: pdf, epub, mobi, azw, azw3, cbz, chm, djvu, doc, docx, fb2, htmlz, mbp, md, txt, zip.1
Note that a Calibre library entry can have multiple different files associated with it (for example both a pdf and an epub), however, it cannot have two files of the same format.
Click Add books, or drag and drop a file (e.g. pdf, epub, zip) to Calibre.
Select the item and click Edit metadata, or press e.
Add/correct the item title.
Add/correct the name of the author(s). Author names are entered as in Name Surname. Multiple authors are separated by ampersand as in Jane Doe & John Doe.
Automatically download metadata. Calibre should be able to download metadata automatically from online databases (this works mostly for commercial books).
With the author names and book title in place (ideally also the ISBN – see step 7), . Click Download metadata or press d.
Calibre will find available metadata sets, which might include book cover and item description or review. Check if the
If Calibre fails to find available metadata, try to add the book ISBN and try again. Otherwise
Add identifiers such as ISBN, or DOI in the field Ids, as in isbn:12345674896. In case of multiple ids separate them with a semicolon(;).
Add keywords separated by commas, as in game design, monograph. Try to enter adequate keywords. If the item metadata were downloaded automatically review the keywords, as they are usually generic.
Add publisher.
Add publication date in the field published.
Make sure that the item has a book cover. If not either click Download cover (which will try to find a cover from online databases), or click Generate cover to create one based on the item’s metadata.
This will setup a new profile and also build a standalone web app of the library.
The profile should now be visible in accorder configuration -s.
To edit elements of a profile configuration follow instructions in accorder configuration --help.
This command will build the library catalogue in JSON format. The catalogue includes a unique ID and metadata fields for every item of the library.
The file should be namedcatalog.json, and should be placed inside a Sandpoints project in the directory root/data/books/catalog.json. Or, it can be directly compiled at that directory:
Note: The catalogue file can be opened and viewed with any text editor. It is formatted in a single line. Some text editors feature tools that can auto-format JSON files so that they are more easily readable. For example, www⁄Notepad++ for Windows, features the plugin JSTools that can auto-format JSON.
Place the library catalogue at the folder data/books/ of the project, as in:
/root/data/books/catalog.json
Build library standalone web app, and copy the entire contents of the Calibre library directory (including the static folder and BROWSE_LIBRARY.html) to …
For local projects the library can be copied to:
/root/content/library/
so that BROWSE_LIBRARY.html is at: root/content/library/BROWSE_LIBRARY.html
To reference a library item inside a Markdown entry of this project do:
.
the-book-id is a placeholder for the unique id of a library item, which is in the style of 625e5562-38bc-4497-adaa-5142ef810c4a.
To find the unique ID of a library item, do either of the following:
Open the library catalogue (/root/data/books/catalog.json) with a text editor such as www⁄Notepad++. Search for the book that you want to reference, and copy its _id field.
Open the ⁄Library find the item you want to reference, and copy the last part of it’s URL after .../book/.
The following example links to the library item at: .../library/BROWSE_LIBRARY.html#/book/3ea44269-47eb-468b-906e-3104398aaa07
Thus, the item unique id is: 3ea44269-47eb-468b-906e-3104398aaa07.
To check if your Zotero file attachments are stored locally double click on a given item, to open its attachment. If the item is on the cloud Zotero will automatically download the associated file to your local database. ↩︎
print items that point to to inexistent files (e.g. a print item with field print: "article/inexistent-file.md" ) will break the site, and will now allow to compile. This can occur when a target file was renamed, or when a file was converted to draft. Debug by removing all files of the print directory (except _index.md)
mixing draft and non draft items in collections (e.g. issue that has_artices: ["article/draft.md", "article/non-draft.md"). Debug: double check that all children of non-draft items are also non-draft.
Messing up the header (front matter) of a Markdown file:
---
title: "How to break this site ⚫ "
date: "2023-07-15T17:21:32+03:00"
author: "anybody" <-- forgetting to close any string quote will break
contributors: ["jane-contributor.md"] <--forgetting to close any array brackets will break
draft: true
keywords:
- draft <-- not following this syntax/indentation will break
abstract: |
The text of your abstract. <-- not following this syntax/indentation will break
--- <-- removing one or more dashes will break
Here we can list feature requests and issues for Sandpoints, or for this project in general.
After being discussed, issues and requests should be communicated to and discussed with the Sandpoints developers, ideally by filing an issue on the www⁄Sandpoints repository.
To contribute an issue or request make a new subheading within §⁄feature requests, and add date and contributor. Resolved issues should be moved to the §⁄resolved section.
Expose publication date of published material so that citation/reference scrapers can see when was something published.
My experimental www⁄Dotawo Zotero Translator cannot find any mention of a date.
Issue posted on Sandpoints repository – CM 06.2023.
Perhaps this can be done with the .PublishDatewww⁄page variable associated with the header field publishdate – CM 13.07.2023.
2.2. Add option to sort orphan entries in Sitemap by type¶
Currently, entries without parent (Print, Authors, Editors, etc.) appear in the ⁄sitemap sorted by creation date. It would be useful to have an option for sorting such orphan entries by type. For example, to have all Authors together, as well as Print entries and Editors appearing as grouped together.
Issue posted on Sandpoints repository – CM 06.2023.
Currently, to print something, one has to go to the ⁄sitemap and look if there is a print entity for the item they are interested in.
It would be useful, as in backlinks, to be able to have a button such as ‘print this item’.
Issue posted on Sandpoints repository – CM 06.2023.
2.4. Fix Accorder (Zotero to Calibre) Metadata loss¶
Accorder seems to be optimized for book, and less for papers or chapters.
Necessary metadata fields seem to get lost in the transfer, like:
ISBN of book chapter (ids)
DOI of paper (ids)
Conference and proceedings names
URL of paper
Book editors are
For papers keep Conference and Proceedings name.
Here is a Zotero item exported (file/annotation fields remove):
@incollection{graziano2019,
title = {Learning from \#{{Syllabus}}},
booktitle = {State Machines: Reflections and Actions at the Edge of Digital Citizenship, Finance, and Art},
author = {Graziano, Valeria and Mars, Marcell and Tomislav, Medak},
editor = {Colakides, Yiannis and Garrrett, Marc and Gloerich, Inte},
date = {2019},
publisher = {{Institute of Network Cultures}},
location = {{Amsterdam}},
url = {http://www.statemachines.eu/books/state-machines-reflections-and-actions-at-the-edge-of-digital-citizenship-finance-and-art/},
abstract = {some abstract},
isbn = {978-94-92302-33-5},
langid = {english},
keywords = {calibre,shadow libraries,syllabus}
}
This in catalog.json becomes (cover,formats, librarian, and id removed):
Code blocks are useful not only for code but also for Markdown formatting instructions, or terminal commands having to do with site maintenance. I would be useful to be able to more easily distinguish code blocks like blockquotes. At the moment, it’s not easy to tell code blocks apart, or to distinguish them from text.
Edited CSS file (site.min.css) to:
introduce a background color for code (inline code blocks), and pre (multiline code blocks), which is only slightly darker than the blockquote background,
this is a blockquote
this is a codeblock (<code> css style)
reduce the font size and add a border for multiline code blocks. The border color is the same(red) as the blockquote left-side border. The font size is scaled to 75%
this is a multiline blockquote (<pre> css style)
Nevertheless:
The actual background color, and padding should probably be reworked to fit better with the rest of the typesetting.
Perhaps a 75% (or other) font size should be shared between code and pre
Current changes are in commit f405856fbd – CM 11.07.2023.
Accorder (see article⁄Library management), has a feature that allows reference collections exported from Zotero in .bib to be imported into the (Calibre) library. This doesn’t seem to work properly – CM 07.2023.
We made it work via WSL terminal in Windows, using an older Calibre installation. In the meantime Marcell is working a new version of accorder in Go, which should arrive soon. For now library items can be forwarded via compressed .bib to the librarian – CM 13.07.2023.
If you click on any keyword, the new page shows all entries with that keyword. It ALSO shows the date these were created (in my case file creation date is part of the MD header). It would be great if these dates could be omitted.
Write a Zotero Translator to scrape reference metadata from entries of this site.
I wrote a translator that works for Sandpoints/Dotawo, and published it on the www⁄Sandpoints Repo. This can be easily modified to work for this project. Will wait Marcell to corroborate and push to the Zotero main repository. The same can be done for this project – Constantinos (29.06.2023).
There are two main workflows for creating new content (new Markdown files). Both workflows make use of Git commits, and require write access to the project repository. These are:
Archetypes are template files for new content. However, these are only taken into account when new content is created via the terminal (not via the preview page).
Archetypes are located at the directory /root/archetypes/ which includes one Markdown file per content type (i.e. issue.md, article.md, etc.).
The archetypes include a list of instructions, per content type, for properly creating, editing, and committing new content. These instructions are included in new content created via the terminal.
The same instructions are also provided in the contents of this issue (see articles linked in Table 1), which can be copied to new entries created via the preview page.
It is recommended to use emojis1 in the title of any new and WIP items, to keep track of unpublished content as well as potential mistakes.
Each new item created from archetypes (via the terminal) will feature two emojis: one to signal a draft (⚫) and a second one associated its particular content type (e.g. 📕📑🧜♕🖶☮). It’s recommended to keep at least the draft emoji as long as an item is in preparation.
The table below describes the logic of emojis used.
Emoji
Description
⚫
draft/WIP entry (included in all new items; removed only when the article is ready for publishing)
📕
new issue entry
📑
new article entry
🧜
new contributor entry
♕
new editor entry
🖶
new print entry
☮
new journal entry (!do not create new journal entries!)
Table 2: Descriptions of emojis placed in the title of new entries.
abstract⁄(Internal) Guide for creating new content via the Sandpoints preview page.
keywords⁄internal, guide
1. Creating new content via the online Sandpoints preview site¶
Sandpoints provides a preview page that allows for both creating new entries and also editing existing entries via a browser, without the requirement of a local clone of the project.
Any action will open a new tab at the project repository page, and requires the user to be logged in to the project repository.
To access the preview page append /_preview/ to the ⁄sitemap URL.
Notes:
Creating new items via the preview site does not make use of archetypes. Any new item created with this workflow will result in an empty Markdown file (Screenshot 3), and will require a YAML header to work.
Therefore, when creating new content via the preview site, it is strongly recommended to copy the contents of the corresponding archetype. See archetype templates at §⁄Table 1, which include instructions as well as a sample YAML header to copy and fill in.
At the moment the interface for creating and editing files does not provide a preview of the Markdown documents.
2. Filename conventions and instructions for creating new entries¶
The optimal way for creating new content (a new Markdown file) is via the terminal. To do so open a terminal window and navigate to the root directory of the project. The general command pattern for creating new content is:
hugo new <contentType>/filename.md
Where <contentType> corresponds to a predefined type and corresponding folder (article, issue, contributor, editor, and print). When created via the terminal, each newly created item:
is generated after its corresponding archetype (see §⁄archetypes);
is set to draft (draft: true), meaning that it’s not public/published;
includes a list of required steps for preparing the entry for publication;
will have two emojis in its title, used to track unpublished content.
Make sure to follow §⁄file naming conventions, and provide adequate commit messages for any additions or modifications.
Note: this workflow requires a local clone of the repository as well as a Hugo installation, in addition to repository credentials.
2. File naming conventions, Hugo commands, and instructions for creating new entries¶
File naming:
All lowercase
Use dash as separator
No spaces
No underscores
Examples, Hugo commands, and instructions, per entry type:
Table 1: File naming conventions, Hugo commands, and instructions per content type.
Note: Creating a new print file can break the site if (a) the print: target points to an inexistent file, or if (b) a public print item points to a non-published target.
New content is generated following archetypes (see root/archetypes/). Archetypes are Markdown files and can be thought of as templates that pertain to specific content types, and dictate the content to be included upon creating a new file.
Currently, archetypes will be generated with a set of instructions for their creator to follow in the form of a to-do list.
4. Steps for creating, editing, and publishing new content¶
Sandpoints allows parenting and associating different content types. This is done in the YAML header of a Markdown entry. Parenting content is done by providing a list of filenames of the children of a given entry. Associating content is done by providing a list of filenames of the associated entries (for an issue or article).
As in the examples below, for either case:
provide filenames including extensions within quotations,
separate entries with commas, as in the examples below, and
make sure to leave a whitespace character been the colon and the square brackets.
Example flag: ["something.md", "something-else.md"]
Sandpoints follows a triadic hierarchy, which, here is Journal>Issue>Article, or:
Journal
└── Issue
└── Article
Thus, a journal has issues, and issues have articles. Following this convention, the YAML header section for each item that has children features the flag:
This is done by providing a list of editors in the YAML section of an issue, or a list of contributors in the YAML section of an article, respectively.
abstract⁄(INTERNAL) This is a copy of the archetype for new issues, and includes instructions for editing and publishing a new issue item, found at root/archetypes/issue.md
keywords⁄archetype, internal, guide
If creating a new entry via the terminal:
The Hugo terminal command for creating a new issue is:
hugo new issue/issue-5.md
This will create new file at content/issue/issue-5.md. The new file will be created according to the archetype for articles at root/archetypes/issue.md. The new file will be created as a draft (draft: true) and will contain the instruction steps below. Please complete all required steps before committing or publishing new content.
If creating a new entry via the online preview page:
the new entry will be empty. Please use the sample §⁄YAML header below as starting point, and also copy to the new file the §⁄instructions provided below.
If creating a new entry via the online preview page, the new entry will be created as an empty file. Please use the sample YAML file below as starting point, and also copy to the new file the instructions provided below.
---
title: "Issue title ⚫ 📕"
date: "2023-07-13T14:15:05+03:00"
author: "file-creator-put-your-name-here"
draft: true
has_articles: ["article-test.md"]
editors: ["jane-editor.md", "joe-editor.md"]
keywords:
- draft
abstract: |
The text of your abstract.
---
Parent issue to journal
- If, and only if this issue is ready to be published and draft: False you can parent go to content/journal/jgdr.md and add the name of this file (not title) to the field has_issues. Note: articles included in this issue will not appear unless this is parented to the journal item. Example:
has_issues: ["this-issues-file-name.md"]
Add issue-editorial text below this section.
Log potential problems or pending tasks with this issue by making another check-list below (commented sample lists provided below).
Git commit and push if/when applicable, providing a commit message describing your changes.
Set the draft flag accordingly. False will make this public: only do that when ready to publish, and when there is already a ‘print’ file for the issue. Leave draft: true when in-progress.
Feel free to put this block inside comments, to be able to view the actual content properly.
abstract⁄(INTERNAL) This is a copy of the archetype for new articles, and includes instructions for editing and publishing a new article item, found at root/archetypes/article.md
keywords⁄archetype, internal, guide
If creating a new entry via the terminal:
The Hugo terminal command for creating a new article is:
hugo new article/article-short-title.md
This will create new file at content/article/article-short-title.md. The new file will be created according to the archetype for articles at root/archetypes/article.md. The new file will be created as a draft (draft: true) and will contain the instruction steps below. Please complete all required steps before committing or publishing new content.
If creating a new entry via the online preview page:
the new entry will be empty. Please use the sample §⁄YAML header below as starting point, and also copy to the new file the §⁄instructions provided below.
abstract⁄(INTERNAL) This is a copy of the archetype for contributors (authors), and includes instructions for editing and publishing a new contributor item, found at root/archetypes/contributor.md
keywords⁄archetype, internal, guide
If creating a new entry via the terminal:
The Hugo terminal command for creating a new contributor is:
hugo new contributor/name-surname.md
This will create new file at content/contributor/name-surname.md. The new file will be created according to the archetype for articles at root/archetypes/contributor.md. The new file will be created as a draft (draft: true) and will contain the instruction steps below. Please complete all required steps before committing or publishing new content.
If creating a new entry via the online preview page:
the new entry will be empty. Please use the sample §⁄YAML header below as starting point, and also copy to the new file the §⁄instructions provided below.
If creating a new entry via the online preview page, the new entry will be created as an empty file. Please use the sample YAML file below as starting point, and also copy to the new file the instructions provided below.
---
title: "Jane Contributor ⚫ 🧜"
date: "2023-07-13T14:15:20+03:00"
author: "file-creator-put-your-name-here"
affiliation: "Some affiliation (optional; remove line if not applicable)"
draft: true
---
abstract⁄(INTERNAL) This is a copy of the archetype for editor items and includes instructions for editing and publishing a new editor item, found at root/archetypes/editor.md
keywords⁄archetype, internal, guide
If creating a new entry via the terminal:
The Hugo terminal command for creating a new editor is:
hugo new editor/name-surname.md
This will create new file at content/editor/name-surname.md. The new file will be created according to the archetype for articles at root/archetypes/editor.md. The new file will be created as a draft (draft: true) and will contain the instruction steps below. Please complete all required steps before committing or publishing new content.
If creating a new entry via the online preview page:
the new entry will be empty. Please use the sample §⁄YAML header below as starting point, and also copy to the new file the §⁄instructions provided below.
abstract⁄(INTERNAL) This is a copy of the archetype for creating new print items, including instructions for creating and properly editing print items, found at root/archetypes/article.md
keywords⁄archetype, internal, guide
If creating a new entry via the terminal:
The Hugo terminal command for creating a new print item for an issue is:
hugo new print/p-issue-5.md
This will create new file at content/print/p-issue-5.md. The new file will be created according to the archetype for articles at root/archetypes/print.md. The new file will be created as a draft (draft: true) and will contain the instruction steps below. Please complete all required steps before committing or publishing new content.
If creating a new entry via the online preview page:
the new entry will be empty. Please use the sample §⁄YAML header below as starting point, and also copy to the new file the §⁄instructions provided below.
If this concerns an issue, say issue-5.md, name this file p-issue-5.md. If this concerns an article say article-title.md, name this file p-article-title.md
YAML Fields
Put your name in the field author inside “quotation marks” as in->author: "creators name"
Set the title to:
Issue X Print (for issues, where X is the issue number or name)
Article title Print (for articles)
Set the correct print destination (e.g. “issue/issue-x.md” or “article/article-name.md”). ERRORS WILL BREAK THE SITE.
Set the draft flag accordingly (false will make this public)
Delete this comment section.
Git commit and push your changes if/when applicable, providing a commit message describing your changes.
Done!
Note: Items that are not public/published (draft: true), cannot have a public/published print.Note: Print items should not have any content under the YAML header.